Noah Petherbridge
672ee9641a
* Adds pkg/savegame to store user progress thru Level Packs. * The savegame.json is mildly tamper resistant by including a checksum along with the JSON body. * The checksum combines the JSON string + an app secret (in savegame.go) + user specific entropy (stored in their settings.json). If the user modifies their save file and the checksum becomes invalid the game will not load the save file, acting like it didn't exist, resetting all their high scores. Updates to the Story Mode window: * On the LevelPacks list: shows e.g. "[completed 0 of 3 levels]" showing a user's progress thru the level pack. * Below the levels on the Detail screen: * Shows an indicator whether the level is completed or not. * Shows high scores (fastest times beating the level) * Shows a padlock icon if levels are locked and the player hasn't reached them yet. Pops up an Alert modal if a locked level is clicked on. Scoring is based around your fastest time elapsed to finish the level. * Perfect Time (gold coin): player has not died during the level. * Best Time (silver coin): player has continued from a checkpoint. In-game an elapsed timer is shown in the top left corner along with the gold or silver coin indicating if your run has been Perfect. If the user enters any Cheat Codes during gameplay they are not eligible to win a high score, but the level will still be marked as completed. The icon next to the in-game timer disappears when a cheat code has been entered.
134 lines
3.7 KiB
Go
134 lines
3.7 KiB
Go
package doodle
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import (
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"git.kirsle.net/apps/doodle/pkg/balance"
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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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// Cheat codes
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switch c.Raw {
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case "unleash the beast":
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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 "don't edit and drive":
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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 "scroll scroll scroll your boat":
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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 "import antigravity":
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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 "ghost mode":
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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 "show all actors":
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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 "give all keys":
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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 "drop all items":
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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 "fly like a bird":
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balance.PlayerCharacterDoodad = "bird-red.doodad"
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d.Flash("Set default player character to Bird (red)")
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case "pinocchio":
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balance.PlayerCharacterDoodad = "boy.doodad"
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d.Flash("Set default player character to Boy")
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case "the cell":
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balance.PlayerCharacterDoodad = "azu-blu.doodad"
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d.Flash("Set default player character to Blue Azulian")
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case "play as thief":
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balance.PlayerCharacterDoodad = "thief.doodad"
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d.Flash("Set default player character to Thief")
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default:
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return false
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}
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return true
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}
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