doodle/pkg/cheats.go
Noah Petherbridge db5760ee83 Optimize memory by freeing up SDL2 textures
* Added to the F3 Debug Overlay is a "Texture:" label that counts the number
  of textures currently loaded by the (SDL2) render engine.
* Added Teardown() functions to Level, Doodad and the Chunker they both use
  to free up SDL2 textures for all their cached graphics.
* The Canvas.Destroy() function now cleans up all textures that the Canvas
  is responsible for: calling the Teardown() of the Level or Doodad, calling
  Destroy() on all level actors, and cleaning up Wallpaper textures.
* The Destroy() method of the game's various Scenes will properly Destroy()
  their canvases to clean up when transitioning to another scene. The
  MainScene, MenuScene, EditorScene and PlayScene.
* Fix the sprites package to actually cache the ui.Image widgets. The game
  has very few sprites so no need to free them just yet.

Some tricky places that were leaking textures have been cleaned up:

* Canvas.InstallActors() destroys the canvases of existing actors before it
  reinitializes the list and installs the replacements.
* The DraggableActor when the user is dragging an actor around their level
  cleans up the blueprint masked drag/drop actor before nulling it out.

Misc changes:

* The player character cheats during Play Mode will immediately swap out the
  player character on the current level.
* Properly call the Close() function instead of Hide() to dismiss popup
  windows. The Close() function itself calls Hide() but also triggers
  WindowClose event handlers. The Doodad Dropper subscribes to its close
  event to free textures for all its doodad canvases.
2022-04-09 14:41:24 -07:00

191 lines
5.4 KiB
Go

package doodle
import (
"time"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/modal/loadscreen"
)
// IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has
// been modified
// cheatCommand is a subroutine of the Command.Run() method of the Doodle
// developer shell (commands.go). It looks for special cheat codes entered
// into the command shell and executes them.
//
// Returns true if a cheat was intercepted, false if the command is not a cheat.
func (c Command) cheatCommand(d *Doodle) bool {
// Some cheats only work in Play Mode.
playScene, isPlay := d.Scene.(*PlayScene)
// If a character cheat is used during Play Mode, replace the player NOW.
var setPlayerCharacter bool
// Cheat codes
switch c.Raw {
case balance.CheatUncapFPS:
if fpsDoNotCap {
d.Flash("Reset frame rate throttle to factory default FPS")
} else {
d.Flash("Unleashing as many frames as we can render!")
}
fpsDoNotCap = !fpsDoNotCap
case balance.CheatEditDuringPlay:
if isPlay {
playScene.drawing.Editable = true
playScene.SetCheated()
d.Flash("Level canvas is now editable. Don't edit and drive!")
} else {
d.FlashError("Use this cheat in Play Mode to make the level canvas editable.")
}
case balance.CheatScrollDuringPlay:
if isPlay {
playScene.drawing.Scrollable = true
playScene.SetCheated()
d.Flash("Level canvas is now scrollable with the arrow keys.")
} else {
d.FlashError("Use this cheat in Play Mode to make the level scrollable.")
}
case balance.CheatAntigravity:
if isPlay {
playScene.SetCheated()
playScene.antigravity = !playScene.antigravity
playScene.Player.SetGravity(!playScene.antigravity)
if playScene.antigravity {
d.Flash("Gravity disabled for player character.")
} else {
d.Flash("Gravity restored for player character.")
}
} else {
d.FlashError("Use this cheat in Play Mode to disable gravity for the player character.")
}
case balance.CheatNoclip:
if isPlay {
playScene.SetCheated()
playScene.noclip = !playScene.noclip
playScene.Player.SetNoclip(playScene.noclip)
playScene.antigravity = playScene.noclip
playScene.Player.SetGravity(!playScene.antigravity)
if playScene.noclip {
d.Flash("Clipping disabled for player character.")
} else {
d.Flash("Clipping and gravity restored for player character.")
}
} else {
d.FlashError("Use this cheat in Play Mode to disable clipping for the player character.")
}
case balance.CheatShowAllActors:
if isPlay {
playScene.SetCheated()
for _, actor := range playScene.drawing.Actors() {
actor.Show()
}
d.Flash("All invisible actors made visible.")
} else {
d.FlashError("Use this cheat in Play Mode to show hidden actors, such as technical doodads.")
}
case balance.CheatGiveKeys:
if isPlay {
playScene.SetCheated()
playScene.Player.AddItem("key-red.doodad", 0)
playScene.Player.AddItem("key-blue.doodad", 0)
playScene.Player.AddItem("key-green.doodad", 0)
playScene.Player.AddItem("key-yellow.doodad", 0)
playScene.Player.AddItem("small-key.doodad", 99)
d.Flash("Given all keys to the player character.")
} else {
d.FlashError("Use this cheat in Play Mode to get all colored keys.")
}
case balance.CheatDropItems:
if isPlay {
playScene.SetCheated()
playScene.Player.ClearInventory()
d.Flash("Cleared inventory of player character.")
} else {
d.FlashError("Use this cheat in Play Mode to clear your inventory.")
}
case balance.CheatPlayAsBird:
balance.PlayerCharacterDoodad = "bird-red.doodad"
setPlayerCharacter = true
d.Flash("Set default player character to Bird (red)")
case balance.CheatPlayAsBoy:
balance.PlayerCharacterDoodad = "boy.doodad"
setPlayerCharacter = true
d.Flash("Set default player character to Boy")
case balance.CheatPlayAsAzuBlue:
balance.PlayerCharacterDoodad = "azu-blu.doodad"
setPlayerCharacter = true
d.Flash("Set default player character to Blue Azulian")
case balance.CheatPlayAsThief:
balance.PlayerCharacterDoodad = "thief.doodad"
setPlayerCharacter = true
d.Flash("Set default player character to Thief")
case balance.CheatPlayAsAnvil:
balance.PlayerCharacterDoodad = "anvil.doodad"
setPlayerCharacter = true
d.Flash("Set default player character to the Anvil")
case balance.CheatGodMode:
if isPlay {
d.Flash("God mode toggled")
playScene.SetCheated()
playScene.godMode = !playScene.godMode
if playScene.godMode {
d.FlashError("God mode enabled.")
} else {
d.Flash("God mode disabled.")
}
} else {
d.FlashError("Use this cheat in Play Mode to toggle invincibility.")
}
case balance.CheatDebugLoadScreen:
loadscreen.ShowWithProgress()
loadscreen.SetSubtitle("Loading: /dev/null", "Loadscreen testing.")
go func() {
var i float64
for i = 0; i < 100; i++ {
time.Sleep(100 * time.Millisecond)
loadscreen.SetProgress(i / 100)
}
loadscreen.Hide()
}()
case balance.CheatUnlockLevels:
balance.CheatEnabledUnlockLevels = !balance.CheatEnabledUnlockLevels
if balance.CheatEnabledUnlockLevels {
d.Flash("All locked Story Mode levels can now be played.")
} else {
d.Flash("All locked Story Mode levels are again locked.")
}
default:
return false
}
// If we're setting the player character and in Play Mode, do it.
if setPlayerCharacter && isPlay {
playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad)
}
return true
}