doodle/pkg/balance/debug.go
Noah Petherbridge 241186209c Play Mode: Fix Level Collision w/ Scrolling
Fixes:
* Move the call to CollidesWithGrid() inside the Canvas instead of
  outside in the PlayScene.movePlayer() so it can apply to all Actors
  in motion.
* PlayScene.movePlayer() in turn just sets the player's Velocity so the
  Canvas.Loop() can move the actor itself.
* When keeping the player inside the level boundaries: previously it was
  assuming the player Position was relative to the window, and was
  checking the WorldIndexAt and getting wrong results.
* Canvas scrolling (loopFollowActor): check that the actor is getting
  close to the screen edge using the Viewport into the world, NOT the
  screen-relative coordinates of the Canvas bounding boxes.
2019-04-14 15:25:03 -07:00

112 lines
2.9 KiB
Go

package balance
import (
"os"
"strconv"
"strings"
"git.kirsle.net/apps/doodle/lib/render"
)
// Debug related variables that can toggle on or off certain features and
// overlays within the game.
var (
/***************
* Visualizers *
***************/
// Debug overlay (FPS etc.) settings.
DebugFontFilename = "./fonts/DejaVuSans-Bold.ttf"
DebugFontSize = 16
DebugLabelColor = render.MustHexColor("#FF9900")
DebugValueColor = render.MustHexColor("#00CCFF")
DebugStrokeDarken = 80
// Background color to use when exporting a drawing Chunk as a bitmap image
// on disk. Default is white. Setting this to translucent yellow is a great
// way to visualize the chunks loaded from cache on your screen.
DebugChunkBitmapBackground = render.White // XXX: export $DEBUG_CHUNK_COLOR
// Put a border around all Canvas widgets.
DebugCanvasBorder = render.Invisible
DebugCanvasLabel = true // Tag the canvas with a label.
)
func init() {
// Load values from environment variables.
var config = map[string]interface{}{
// Window size.
"DOODLE_W": &Width,
"DOODLE_H": &Height,
// Tune some parameters. XXX: maybe dangerous at some point.
"D_SCROLL_SPEED": &CanvasScrollSpeed,
"D_DOODAD_SIZE": &DoodadSize,
// Shell settings.
"D_SHELL_BG": &ShellBackgroundColor,
"D_SHELL_FG": &ShellForegroundColor,
"D_SHELL_PC": &ShellPromptColor,
"D_SHELL_LN": &ShellHistoryLineCount,
"D_SHELL_FS": &ShellFontSize,
// Visualizers
"DEBUG_CHUNK_COLOR": &DebugChunkBitmapBackground,
"DEBUG_CANVAS_BORDER": &DebugCanvasBorder,
"DEBUG_CANVAS_LABEL": &DebugCanvasLabel,
}
for name, value := range config {
switch v := value.(type) {
case *int:
*v = IntEnv(name, *(v))
case *bool:
*v = BoolEnv(name, *(v))
case *int32:
*v = int32(IntEnv(name, int(*(v))))
case *render.Color:
*v = ColorEnv(name, *(v))
}
}
// Debug all?
if BoolEnv("DOODLE_DEBUG_ALL", false) {
DebugChunkBitmapBackground = render.RGBA(255, 255, 0, 128)
DebugCanvasBorder = render.Red
DebugCanvasLabel = true
}
}
// ColorEnv gets a color value from environment variable or returns a default.
// This will panic if the color is not valid, so only do this on startup time.
func ColorEnv(name string, v render.Color) render.Color {
if color := os.Getenv(name); color != "" {
return render.MustHexColor(color)
}
return v
}
// IntEnv gets an int value from environment variable or returns a default.
func IntEnv(name string, v int) int {
if env := os.Getenv(name); env != "" {
a, err := strconv.Atoi(env)
if err != nil {
panic(err)
}
return a
}
return v
}
// BoolEnv gets a bool from the environment with a default.
func BoolEnv(name string, v bool) bool {
if env := os.Getenv(name); env != "" {
switch strings.ToLower(env) {
case "true", "t", "1", "on", "yes", "y":
return true
case "false", "f", "0", "off", "no", "n":
return false
}
}
return v
}