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https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 05:25:57 +00:00
Add help text to debug menu
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commit
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@ -48,6 +48,7 @@ placeholder_text = "By your command."
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caret_blink = true
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script = ExtResource( 3 )
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[connection signal="clear_line" from="." to="debug_canvas/VBoxContainer/LineEdit" method="_on_Debug_clear_line"]
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[connection signal="clear_in" from="." to="debug_canvas/VBoxContainer/LineEdit" method="_on_Debug_clear_in"]
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[connection signal="clear_out" from="." to="debug_canvas/VBoxContainer/TextEdit" method="_on_Debug_clear_out"]
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[connection signal="print_text" from="." to="debug_canvas/VBoxContainer/TextEdit" method="_on_Debug_print_text"]
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[connection signal="text_entered" from="debug_canvas/VBoxContainer/LineEdit" to="." method="_on_LineEdit_text_entered"]
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@ -5,5 +5,5 @@ extends LineEdit
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# var a = 2
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# var b = "text"
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func _on_Debug_clear_line():
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func _on_Debug_clear_in():
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clear()
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@ -1,9 +0,0 @@
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extends LineEdit
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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func _on_Debug_clear_line():
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clear()
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@ -8,3 +8,9 @@ func _ready():
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func _on_Debug_print_text(text):
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insert_text_at_cursor(text)
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func _on_Debug_clear_out():
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cursor_set_line(0)
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cursor_set_column(0)
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text = "";
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@ -16,7 +16,8 @@ var menu_hidden = Transform2D(Vector2(1,0), Vector2(0,1), Vector2(0,-170))
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var menu_active = Transform2D(Vector2(1,0), Vector2(0,1), Vector2(0, 0))
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# signals
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signal clear_line
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signal clear_in
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signal clear_out
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signal print_text(text)
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# Called when the node enters the scene tree for the first time.
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@ -43,36 +44,112 @@ func _input(event):
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debug_active = !debug_active;
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func _on_LineEdit_text_entered(line):
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emit_signal("clear_line")
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emit_signal("clear_in")
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debug_print_line("")
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var command = line.split(' ', true, 1)
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if command.size() > 0:
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match command[0]:
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"start":
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if command.size() > 1:
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MessageBus.emit_signal("change_scene", command[1])
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debug_print_line("start '" + command[1] + "'\n".c_unescape())
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else:
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debug_print_line("Usage: start scene")
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"kill":
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if command.size() > 1 and command[1] != "Debug":
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MessageBus.emit_signal("kill_scene", command[1])
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debug_print_line("kill '" + command[1] + "'\n".c_unescape())
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else:
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debug_print_line("Usage: kill scene")
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"restart":
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MessageBus.emit_signal("return_to_title")
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"print":
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if command.size() > 1:
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debug_print_line(command[1].c_unescape())
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"raw_emit":
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var mbus_signal = command[1].split(' ', true, 1)
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match mbus_signal.size():
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2: MessageBus.emit_signal(mbus_signal[0], mbus_signal[1])
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1: MessageBus.emit_signal(mbus_signal[0])
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0: debug_print_line( "Usage: raw_emit signal [value]\n")
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_:
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debug_print_line("BY YOUR COMMAND.\n")
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match command[0]:
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"start", "s":
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command_start(command)
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"stop", "kill", "k":
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command_stop(command)
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"list", "ls", "l":
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command_list(command)
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"restart", "killall":
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command_restart(command)
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"print", "p":
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command_print(command)
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"raw_emit", "emit", "r", "e": # Send a signal over the MessageBus
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command_emit(command)
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"clear","cls": # Clear the output
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command_clear(command)
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"help", "h":
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command_help(command)
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_:
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debug_print_line("Command not recognized.\n")
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func debug_print_line(string):
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emit_signal("print_text", string.c_unescape())
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# Commands
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# start: Loads scene from res://scenes/*.tscn by filename, and starts it
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func command_start (command):
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if command.size() > 1:
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MessageBus.emit_signal("start_tcsn", command[1])
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debug_print_line("start '" + command[1] + "'\n")
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else:
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debug_print_line("Usage: start scene")
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# stop: Stops scene by name of root node.
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func command_stop (command):
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if command.size() > 1 and command[1] != "Debug":
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MessageBus.emit_signal("kill_scene", command[1])
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debug_print_line("kill '" + command[1] + "'\n")
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else:
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debug_print_line("Usage: kill scene")
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# list: Lists names of active scenes (children of Root)
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func command_list (command):
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debug_print_line("list: ")
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MessageBus.emit_signal("list_scenes")
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# restart: Kills the current tree and replants Root
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func command_restart (command):
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MessageBus.emit_signal("return_to_title")
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# print: prints a message to the in-game debug console
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func command_print(command):
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if command.size() > 1:
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debug_print_line(command[1] + "\n")
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# emit: emits a message onto the MessageBus (!Extremely Danger!)
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func command_emit (command):
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var mbus_signal = command[1].split(' ', true, 1)
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match mbus_signal.size():
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2:
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debug_print_line("Message: " + String(mbus_signal) + "\n")
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MessageBus.emit_signal(mbus_signal[0], mbus_signal[1])
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1:
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debug_print_line("Message: " + String(mbus_signal) + "\n")
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MessageBus.emit_signal(mbus_signal[0])
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0: debug_print_line( "Usage: raw_emit signal [value]\n")
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# clear: clears the debug output
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func command_clear (command):
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emit_signal("clear_out");
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# help: Prints help dialogue
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func command_help (command):
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if (command.size() == 1):
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debug_print_line("Ship's Commander V0.1\n")
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debug_print_line("Valid commands:\nstart, stop, list, restart, print, emit, clear, help\n")
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else:
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debug_print_line(command[1])
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match command[1]:
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"start", "s":
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debug_print_line(" filename\nAliases: 'start', 's'\n")
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debug_print_line("Loads and runs the scene filename.tscn\n")
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"stop", "kill", "k":
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debug_print_line(" scene\nAliases: 'stop', 'kill', 'k'\n")
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debug_print_line("Kills an active scene whose name matches node.\n")
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"list", "ls", "l":
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debug_print_line("\nAliases: 'list', 'ls', 'l'\n")
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debug_print_line("Lists the currently active scenes\n")
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"restart", "killall":
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debug_print_line("\nAliases: 'restart', 'killall'\n")
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debug_print_line("Kills the current scene tree and plants a new Root.\n")
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"print", "p":
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debug_print_line(" string\nAliases: 'print', 'p'\n")
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debug_print_line("Prints a string to the in-game debug console\n")
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"raw_emit", "emit", "r", "e":
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debug_print_line(" signal [message]\nAliases: 'raw_emit', 'emit', 'r', 'e'\n")
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debug_print_line("Puts a message on the MessageBus without validation.\n")
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"clear","cls":
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debug_print_line("\nAliases: 'clear', 'cls'\n")
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debug_print_line("Clears the debug output.\n")
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"help", "h":
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debug_print_line(" [command]\nAliases: 'help', 'h'\n")
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debug_print_line("Prints information about a command.\n")
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_:
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debug_print_line(command[1] + "\nIsn't a valid command\n")
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debug_print_line("\n")
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@ -11,9 +11,11 @@ var debug_enabled = true
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# Connect to signals
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MessageBus.connect("start_tcsn", self, "_on_scene_start_by_name")
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MessageBus.connect("change_scene", self, "_on_scene_start")
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MessageBus.connect("kill_scene", self, "_on_scene_kill")
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MessageBus.connect("quit", self, "_on_quit_request")
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MessageBus.connect("kill_scene", self, "_on_scene_kill")
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MessageBus.connect("list_scenes", self, "_on_scene_list")
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MessageBus.connect("quit", self, "_on_quit_request")
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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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@ -41,24 +43,33 @@ func _on_scene_start(scene):
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"Title":
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add_child (title_screen.instance())
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return true
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func _on_scene_start_by_name(scene):
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var pack = load("res://scenes/" + scene + ".tscn");
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add_child(pack.instance());
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# Kills all child nodes with name matching `scene`
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func _on_scene_kill(scene):
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print ("_on_scene_kill(",scene,")")
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var c = get_children()
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for i in range (c.size()):
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if c[i].name == scene:
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c[i].queue_free()
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MessageBus.emit_signal("print_console", String(c[i].name) + " killed.\n".c_unescape())
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return true
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return false
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func _on_scene_list():
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var children = get_children()
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var names = []
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for i in range (children.size()):
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names.append(children[i].name)
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MessageBus.emit_signal("print_console", String(names) + "\n".c_unescape())
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# Quits
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func _on_quit_request():
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print ("_on_quit_request()")
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get_tree().quit()
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# Kills the current tree and replaces it with a new one
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func _on_title_request():
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print ("_on_title_request()")
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return get_tree().change_scene("res://scenes/Main.tscn")
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@ -1,9 +1,16 @@
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extends Node
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# Ignore "unused signal" warnings in this class
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# warning-ignore-all:unused_signal
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# Ask for a scene change
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signal change_scene(scene_name)
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signal start_tcsn(scene_tcsn_name)
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# Ask to kill scene
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signal kill_scene(scene_name)
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# Ask to list active scenes
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signal list_scenes()
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# Ask to quit the game
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signal quit
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# Ask to return to title screen
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