Noah Petherbridge
a10a09a818
* Added a Cheats Menu UI accessible from the Settings window's "Experimental" tab and from there you can enable the Cheats Menu from the "Help" screen of the gameplay mode. * Commonly used cheats all have corresponding buttons to click on, especially helpful for touchscreen devices like the Pinephone where keyboard input doesn't always work reliably. * The buttons in the Cheats Menu just automate entry of the cheat commands. * `boolProp` command has a new `flip` option to toggle their value (e.g. `boolProp show-hidden-doodads flip`)
258 lines
7.4 KiB
Go
258 lines
7.4 KiB
Go
package doodle
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import (
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"strings"
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"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
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"git.kirsle.net/go/ui"
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)
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// IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has
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// been modified
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// MakeCheatsWindow initializes the windows/cheats_menu.go window from anywhere you need it,
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// binding all the variables in. If you pass a nil Supervisor, this function will attempt to
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// find one based on your Scene and
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func (d *Doodle) MakeCheatsWindow(supervisor *ui.Supervisor) *ui.Window {
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// If not given a supervisor, try and find one.
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if supervisor == nil {
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if v, err := d.FindLikelySupervisor(); err != nil {
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d.FlashError("Couldn't make cheats window: %s", err)
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return nil
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} else {
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supervisor = v
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}
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}
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cfg := windows.CheatsMenu{
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Supervisor: supervisor,
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Engine: d.Engine,
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SceneName: func() string {
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return d.Scene.Name()
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},
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RunCommand: func(command string) {
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d.shell.Execute(command)
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},
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OnSetPlayerCharacter: func(doodad string) {
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if scene, ok := d.Scene.(*PlayScene); ok {
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scene.SetPlayerCharacter(doodad)
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} else {
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shmem.FlashError("This only works during Play Mode.")
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}
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},
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}
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return windows.MakeCheatsMenu(cfg)
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}
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// SetPlayerCharacter -- this is designed to be called in-game with the developer
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// console. Sets your player character to whatever doodad you want, not just the
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// few that have cheat codes. If you set an invalid filename, you become the
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// dummy default doodad sprite (a red "X").
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func (d *Doodle) SetPlayerCharacter(filename string) {
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balance.PlayerCharacterDoodad = filename
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if playScene, isPlay := d.Scene.(*PlayScene); isPlay {
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playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad)
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}
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}
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// cheatCommand is a subroutine of the Command.Run() method of the Doodle
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// developer shell (commands.go). It looks for special cheat codes entered
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// into the command shell and executes them.
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//
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// Returns true if a cheat was intercepted, false if the command is not a cheat.
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func (c Command) cheatCommand(d *Doodle) bool {
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// Some cheats only work in Play Mode.
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playScene, isPlay := d.Scene.(*PlayScene)
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// If a character cheat is used during Play Mode, replace the player NOW.
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var setPlayerCharacter bool
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// Cheat codes
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switch c.Raw {
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case balance.CheatUncapFPS:
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if fpsDoNotCap {
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d.Flash("Reset frame rate throttle to factory default FPS")
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} else {
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d.Flash("Unleashing as many frames as we can render!")
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}
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fpsDoNotCap = !fpsDoNotCap
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case balance.CheatEditDuringPlay:
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if isPlay {
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playScene.drawing.Editable = true
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playScene.SetCheated()
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d.Flash("Level canvas is now editable. Don't edit and drive!")
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} else {
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d.FlashError("Use this cheat in Play Mode to make the level canvas editable.")
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}
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case balance.CheatScrollDuringPlay:
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if isPlay {
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playScene.drawing.Scrollable = true
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playScene.SetCheated()
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d.Flash("Level canvas is now scrollable with the arrow keys.")
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} else {
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d.FlashError("Use this cheat in Play Mode to make the level scrollable.")
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}
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case balance.CheatAntigravity:
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if isPlay {
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playScene.SetCheated()
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playScene.antigravity = !playScene.antigravity
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playScene.Player.SetGravity(!playScene.antigravity)
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if playScene.antigravity {
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d.Flash("Gravity disabled for player character.")
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} else {
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d.Flash("Gravity restored for player character.")
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}
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} else {
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d.FlashError("Use this cheat in Play Mode to disable gravity for the player character.")
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}
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case balance.CheatNoclip:
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if isPlay {
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playScene.SetCheated()
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playScene.noclip = !playScene.noclip
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playScene.Player.SetNoclip(playScene.noclip)
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playScene.antigravity = playScene.noclip
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playScene.Player.SetGravity(!playScene.antigravity)
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if playScene.noclip {
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d.Flash("Clipping disabled for player character.")
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} else {
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d.Flash("Clipping and gravity restored for player character.")
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}
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} else {
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d.FlashError("Use this cheat in Play Mode to disable clipping for the player character.")
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}
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case balance.CheatShowAllActors:
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if isPlay {
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playScene.SetCheated()
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for _, actor := range playScene.drawing.Actors() {
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actor.Show()
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}
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d.Flash("All invisible actors made visible.")
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} else {
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d.FlashError("Use this cheat in Play Mode to show hidden actors, such as technical doodads.")
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}
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case balance.CheatGiveKeys:
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if isPlay {
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playScene.SetCheated()
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playScene.Player.AddItem("key-red.doodad", 0)
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playScene.Player.AddItem("key-blue.doodad", 0)
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playScene.Player.AddItem("key-green.doodad", 0)
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playScene.Player.AddItem("key-yellow.doodad", 0)
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playScene.Player.AddItem("small-key.doodad", 99)
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d.Flash("Given all keys to the player character.")
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} else {
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d.FlashError("Use this cheat in Play Mode to get all colored keys.")
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}
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case balance.CheatGiveGems:
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if isPlay {
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playScene.SetCheated()
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playScene.Player.AddItem("gem-red.doodad", 1)
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playScene.Player.AddItem("gem-green.doodad", 1)
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playScene.Player.AddItem("gem-blue.doodad", 1)
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playScene.Player.AddItem("gem-yellow.doodad", 1)
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d.Flash("Given all gemstones to the player character.")
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} else {
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d.FlashError("Use this cheat in Play Mode to get all gemstones.")
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}
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case balance.CheatDropItems:
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if isPlay {
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playScene.SetCheated()
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playScene.Player.ClearInventory()
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d.Flash("Cleared inventory of player character.")
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} else {
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d.FlashError("Use this cheat in Play Mode to clear your inventory.")
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}
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case balance.CheatGodMode:
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if isPlay {
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d.Flash("God mode toggled")
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playScene.SetCheated()
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playScene.godMode = !playScene.godMode
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if playScene.godMode {
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d.FlashError("God mode enabled.")
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} else {
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d.Flash("God mode disabled.")
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}
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} else {
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d.FlashError("Use this cheat in Play Mode to toggle invincibility.")
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}
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case balance.CheatDebugLoadScreen:
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loadscreen.ShowWithProgress()
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loadscreen.SetSubtitle("Loading: /dev/null", "Loadscreen testing.")
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go func() {
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var i float64
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for i = 0; i < 100; i++ {
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time.Sleep(100 * time.Millisecond)
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loadscreen.SetProgress(i / 100)
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}
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loadscreen.Hide()
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}()
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case balance.CheatDebugWaitScreen:
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m := modal.Wait("Crunching some numbers...").WithTitle("Please hold").Then(func() {
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d.Flash("Wait modal dismissed.")
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})
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go func() {
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time.Sleep(10 * time.Second)
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m.Dismiss(true)
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}()
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case balance.CheatUnlockLevels:
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balance.CheatEnabledUnlockLevels = !balance.CheatEnabledUnlockLevels
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if balance.CheatEnabledUnlockLevels {
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d.Flash("All locked Story Mode levels can now be played.")
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} else {
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d.Flash("All locked Story Mode levels are again locked.")
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}
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case balance.CheatSkipLevel:
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if isPlay {
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playScene.SetCheated()
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playScene.ShowEndLevelModal(
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true,
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"Level Completed",
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"Great job, you cheated and 'won' the level!",
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)
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} else {
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d.Flash("Use this cheat in Play Mode to instantly win the level.")
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}
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default:
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// See if it was an endorsed actor cheat.
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if filename, ok := balance.CheatActors[strings.ToLower(c.Raw)]; ok {
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d.Flash("Set default player character to %s.", filename)
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balance.PlayerCharacterDoodad = filename
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setPlayerCharacter = true
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} else {
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// Not a cheat code.
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return false
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}
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}
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// If we're setting the player character and in Play Mode, do it.
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if setPlayerCharacter && isPlay {
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playScene.SetCheated()
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playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad)
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}
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return true
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}
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