Noah Petherbridge
cb02feff1d
* New doodads: Switches. * They come in four varieties: wall switch (background element, with "ON/OFF" text) and three side-profile switches for the floor, left or right walls. * On collision with the player, they flip their state from "OFF" to "ON" or vice versa. If the player walks away and then collides again, the switch flips again. * Can be used to open/close Electric Doors when turned on/off. Their default state is "off" * If a switch receives a power signal from another linked switch, it sets its own state to match. So, two "on/off" switches that are connected to a door AND to each other will both flip on/off when one of them flips. * Update the Level Collision logic to support Decoration, Fire and Water pixel collisions. * Previously, ALL pixels in the level were acting as though solid. * Non-solid pixels don't count for collision detection, but their attributes (fire and water) are collected and returned. * Updated the MenuScene to support loading a map file in Play Mode instead of Edit Mode. Updated the title screen menu to add a button for playing levels instead of editing them. * Wrote some documentation.
1.6 KiB
1.6 KiB
Developer Console
Cheats
unleash the beast
- disable frame rate throttling.don't edit and drive
- enable editing while playing a level.scroll scroll scroll your boat
- enable scrolling the level with arrow keys while playing a level.
Bool Props
Some boolean switches can be toggled in the command shell.
Usage: boolProp <name> <value>
The value is truthy if its first character is the letter T or the number 1. All other values are false. Examples: True, true, T, t, 1.
Debug
orD
: toggle debug mode within the app.DebugOverlay
orDO
: toggle the debug text overlay.DebugCollision
orDC
: toggle collision hitbox lines.
Interesting Tricks
Editable Map While Playing
In Play Mode run the command:
Command | Effect |
---|---|
$ d.Scene.Drawing().Editable = true |
Can click and drag new pixels onto the level while playing it. |
$ d.Scene.Drawing().Scrollable = true |
Arrow keys scroll the map, like in editor mode. |
$ d.Scene.Drawing().NoLimitScroll = true |
Allow map to scroll beyond bounded limits. |
The equivalent Canvas in the Edit Mode is at d.Scene.UI.Canvas
Edit Out-of-Bounds in Editor Mode
In Edit Mode run the command:
$ d.Scene.UI.Canvas.NoLimitScroll = true
and you can scroll the map freely outside of the normal scroll boundaries. For example, to see/edit pixels outside the top-left edges of bounded levels.