Add debugging fun

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Noah 2020-11-20 23:08:17 -08:00
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Project: Doodle is a "drawing-based maze game" themed around hand-drawn mazes
on paper.
![Screenshot of the level editor](../images/about.png)
![Screenshot of the level editor](images/about.png)
You can draw your own custom maps, freehand or with some basic drawing tools,
and then drag and drop pre-made "[doodads](doodads.md)" into your level for
@ -32,7 +32,7 @@ pixels to mean "fire" and burn the player? Or do you want to decorate the tops
of "bloody" spikes with red? Either way, the 'fire' attribute on that color will
do the job and you can draw whatever shape you want for your level hazards.
![Palette editor](../images/palette.png)
![Palette editor](images/palette.png)
## Mod Friendly

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@ -6,6 +6,62 @@ I've always loved it when developers kept debugging features in their released
games, and playing around with those and figuring out what makes the game tick.
I purposely left some debug features in the game that you can play around with.
## Debug Features
Pressing `F3` within the game will draw the **Debug Overlay** on top of the
screen, displaying details such as the game's frames per second and some
contextual details like: what is the world index of the pixel below your mouse
cursor, while you're editing a level? (Details such as this are also seen in
the status bar at the bottom of the editor screen).
The game can be launched with certain **Environment Variables** set to add
some additional debug visuals to the game. Examples:
```bash
# Draw a semi-transparent yellow background over all level chunks
$ DEBUG_CHUNK_COLOR=FFFF0066 ./doodle
# Set a window size for the application
# (equivalent to: doodle --window 1024x768)
$ DOODLE_W=1024 DOODLE_H=768 ./doodle
# Turn on lots of fun debug features.
$ DEBUG_CANVAS_LABEL=1 DEBUG_CHUNK_COLOR=FFFF00AA \
DEBUG_CANVAS_BORDER=FF0 ./doodle
```
![Debug features enabled](images/debugging.png)
Supported variables include:
* `DOODLE_W` and `DOODLE_H` set the width and height of the application
window. Equivalent to the `--window` command-line option.
* `D_SCROLL_SPEED` (int): tune the canvas scrolling speed. Default might
be around 8 or so.
* `D_DOODAD_SIZE` (int): default size for newly created doodads
* `D_SHELL_BG` (color): set the background color of the developer console
* `D_SHELL_FG` (color): text color for the developer console
* `D_SHELL_PC` (color): color for the shell prompt text
* `D_SHELL_LN` (int): set the number of lines of output history the
console will show. This dictates how 'tall' it rises from the bottom
of the screen. Large values will cover the entire screen with console
whenever the shell is open.
* `D_SHELL_FS` (int): set the font size for the developer shell. Default
is about 16. This also affects the size of "flashed" text that appears
at the bottom of the screen.
* `DEBUG_CHUNK_COLOR` (color): set a background color over each chunk
of drawing (level or doodad). A solid color will completely block out
the wallpaper; semitransparent is best.
* `DEBUG_CANVAS_BORDER` (color): the game will draw an insert colored
border around every "Canvas" widget (drawing) on the screen. The level
itself is a Canvas and every individual Doodad or actor in the level is
its own Canvas.
* `DEBUG_CANVAS_LABEL` (bool): draws a text label over every Canvas
widget on the screen, showing its name or Actor ID and some properties,
such as Level Position (LP) and World Position (WP) of actors within
a level. LP is their placement in the level file and WP is their
actual position now (in case it moves).
## Developer Console
Pressing the `Enter` key at any time will open the developer console at the
@ -14,7 +70,7 @@ bottom of the screen (all gameplay logic is paused while the console is open).
In the console you can type anything from simple commands, to hidden cheat
codes, to JavaScript commands to operate on some of the game's internal code!
![Screenshot of the developer console](../images/shell.png)
![Screenshot of the developer console](images/shell.png)
Pressing `Enter` again without typing a command will close the console.
@ -169,4 +225,4 @@ Understanding that my game's [rendering engine](https://git.kirsle.net/go/render
[user interface toolkit](https://git.kirsle.net/go/ui) are open source projects
you can have fun reconfiguring widgets to change colors or whatever.
![Screenshot of the JavaScript REPL](../images/jsrepl.png)
![Screenshot of the JavaScript REPL](images/jsrepl.png)

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@ -8,8 +8,13 @@ maps on paper. You can draw a level for a 2D platformer game, drag-and-drop
## Table of Contents
* [Creating Custom Levels](custom-levels/)
* [Creating Custom Doodads](custom-doodads/)
* [About Project: Doodle](about.md)
* [Creating Custom Levels](custom-levels/index.md)
* [The Built-in Doodads](doodads.md)
* [Creating Custom Doodads](custom-doodads/index.md)
* [Draw Sprites In-Game](custom-doodads/edit-in-game.md)
* [Draw Sprites with an External Program](custom-doodads/edit-external.md)
* [Program Them with JavaScript](custom-doodads/scripts.md)
* [Shortcut Keys](hotkeys.md)
* [The `doodad` command-line tool](doodad-tool.md)
* [Hacking and debugging](hacking.md)