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https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 05:25:57 +00:00
Partial refactor of debug menu and Main script
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parent
909773a65b
commit
05ddde9788
@ -141,18 +141,21 @@ func _on_LineEdit_text_entered(line):
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debug_print_line("> ")
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# History_related helper functions:
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# history_append: add a line of text to the history
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# params: text: line of text (unparsed command) to add to history
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# returns: void
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func history_append(text):
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history.resize(history_pos + 2)
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history[history_pos] = text
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history_pos += 1
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func history_move(direction):
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if history_pos + direction < 0:
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pass
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elif history_pos + direction >= history.size():
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pass
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else:
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history_pos += direction;
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# history_move: Traverse the history and update the user input box
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# params: rel_pos: amount to move, relative to the current history_pos
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# returns: void
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func history_move(rel_pos):
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var new_pos = history_pos + rel_pos
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if new_pos >= 0 and new_pos < history.size():
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history_pos = new_pos;
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if history[history_pos]:
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emit_signal("history_event", history[history_pos])
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else:
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@ -205,6 +208,8 @@ func get_canonical(alias):
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return null
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# get_usage: Construct the usage string for a command
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# params: alias: alias of a command
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# returns: usage string for the command, formatted for printing
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func get_usage(alias):
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return "Usage: " + alias + helptext[parse(alias)][0] + "\n"
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@ -335,6 +340,7 @@ func command_call(command):
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else:
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debug_print_line(get_usage(command[0]))
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# history: print the command history
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func command_history(_command):
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var lnum = 0
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for line in history:
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@ -343,6 +349,7 @@ func command_history(_command):
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lnum += 1
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debug_print_line("history_pos = " + String(history_pos) + "\n")
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# perf: Print the value of a Godot Engine performance counter
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func command_perf(command):
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if command.size() > 1:
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var stat = perf(command[1])
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@ -1,10 +1,10 @@
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extends Control
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# Scenes
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var title_screen
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var gameplay
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var options
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var debug_menu
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onready var title_screen = preload("res://scenes/Title Screen.tscn")
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onready var gameplay = preload("res://scenes/Gameplay.tscn" )
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onready var options = preload("res://scenes/Options.tscn" )
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onready var debug_menu = preload("res://scenes/Debug Menu.tscn" )
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var debug_enabled = true
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var start_fullscreen = false
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@ -13,17 +13,12 @@ var start_fullscreen = false
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func _ready():
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# Connect to signals
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var _errno = 0;
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_errno += MessageBus.connect("start_tcsn", self, "_on_scene_start_by_name")
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_errno += MessageBus.connect("change_scene", self, "_on_scene_start")
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_errno += MessageBus.connect("kill_scene", self, "_on_scene_kill")
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_errno += MessageBus.connect("list_scenes", self, "_on_scene_list")
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_errno += MessageBus.connect("quit", self, "_on_quit_request")
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_errno += MessageBus.connect("return_to_title", self, "_on_title_request")
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# Create the scenes
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title_screen = preload("res://scenes/Title Screen.tscn")
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gameplay = preload("res://scenes/Gameplay.tscn")
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options = preload("res://scenes/Options.tscn")
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debug_menu = preload("res://scenes/Debug Menu.tscn")
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_errno += MessageBus.connect("start_tcsn" , self, "_on_scene_start_by_name")
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_errno += MessageBus.connect("change_scene" , self, "_on_scene_start" )
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_errno += MessageBus.connect("kill_scene" , self, "_on_scene_kill" )
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_errno += MessageBus.connect("list_scenes" , self, "_on_scene_list" )
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_errno += MessageBus.connect("quit" , self, "_on_quit_request" )
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_errno += MessageBus.connect("return_to_title", self, "_on_title_request" )
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# go fullscreen
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if start_fullscreen:
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OS.window_fullscreen = true
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