diff --git a/godot_ship/script/debug/Out.gd b/godot_ship/script/debug/Out.gd index fdf79f2..7b1298f 100644 --- a/godot_ship/script/debug/Out.gd +++ b/godot_ship/script/debug/Out.gd @@ -2,7 +2,7 @@ extends TextEdit # Called when the node enters the scene tree for the first time. func _ready(): - MessageBus.connect("print_console", self, "_on_Debug_print_text") + var _errno = MessageBus.connect("print_console", self, "_on_Debug_print_text") pass # Replace with function body. diff --git a/godot_ship/script/debug/debug_menu.gd b/godot_ship/script/debug/debug_menu.gd index 149439f..a928c56 100644 --- a/godot_ship/script/debug/debug_menu.gd +++ b/godot_ship/script/debug/debug_menu.gd @@ -16,23 +16,28 @@ var menu_hidden = Transform2D(Vector2(1,0), Vector2(0,1), Vector2(0,-170)) var menu_active = Transform2D(Vector2(1,0), Vector2(0,1), Vector2(0, 0)) # signals -signal clear_in -signal clear_out -signal print_text(text) +signal clear_in # clears the debug input +signal clear_out # clears the debug output +signal print_text(text) # Sends text for printing to the Out buffer # Called when the node enters the scene tree for the first time. func _ready(): - debug_canvas = get_node("debug_canvas") debug_transform = debug_canvas.get_transform() debug_output = get_node("debug_canvas/VBoxContainer/TextEdit") + command_help([""]) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if (debug_active && menu_position < 1): + # Move the menu down menu_position += menu_velocity * delta; + $debug_canvas/VBoxContainer/LineEdit.grab_focus() elif (!debug_active && menu_position > 0): + # Move the menu up menu_position -= menu_velocity * delta; + # Clear the input box + emit_signal("clear_in") else: menu_position = round(menu_position) @@ -42,6 +47,8 @@ func _input(event): if event.is_action_pressed("ui_debug"): # open debug menu debug_active = !debug_active; + # Hand the keyboard focus to the next valid focus + if (!debug_active): find_next_valid_focus().grab_focus() func _on_LineEdit_text_entered(line): emit_signal("clear_in") @@ -82,19 +89,22 @@ func command_start (command): # stop: Stops scene by name of root node. func command_stop (command): - if command.size() > 1 and command[1] != "Debug": - MessageBus.emit_signal("kill_scene", command[1]) - debug_print_line("kill '" + command[1] + "'\n") + if command.size() > 1: + if command[1] != "Debug": + debug_print_line("kill '" + command[1] + "'\n") + MessageBus.emit_signal("kill_scene", command[1]) + else: + debug_print_line("YOU DIDN'T SAY THE MAGIC WORD!\n") else: debug_print_line("Usage: kill scene") # list: Lists names of active scenes (children of Root) -func command_list (command): +func command_list (_command): debug_print_line("list: ") MessageBus.emit_signal("list_scenes") # restart: Kills the current tree and replants Root -func command_restart (command): +func command_restart (_command): MessageBus.emit_signal("return_to_title") # print: prints a message to the in-game debug console @@ -115,13 +125,16 @@ func command_emit (command): 0: debug_print_line( "Usage: raw_emit signal [value]\n") # clear: clears the debug output -func command_clear (command): +func command_clear (_command): emit_signal("clear_out"); +func command_tree (_command): + pass + # help: Prints help dialogue func command_help (command): if (command.size() == 1): - debug_print_line("Ship's Commander V0.1\n") + debug_print_line("Ship's Commander V 0.1\n") debug_print_line("Valid commands:\nstart, stop, list, restart, print, emit, clear, help\n") else: debug_print_line(command[1]) @@ -152,4 +165,4 @@ func command_help (command): debug_print_line("Prints information about a command.\n") _: debug_print_line(command[1] + "\nIsn't a valid command\n") - debug_print_line("\n") + debug_print_line("\n") diff --git a/godot_ship/script/game/Main.gd b/godot_ship/script/game/Main.gd index df62d73..42c8c42 100644 --- a/godot_ship/script/game/Main.gd +++ b/godot_ship/script/game/Main.gd @@ -11,12 +11,13 @@ var debug_enabled = true # Called when the node enters the scene tree for the first time. func _ready(): # Connect to signals - MessageBus.connect("start_tcsn", self, "_on_scene_start_by_name") - MessageBus.connect("change_scene", self, "_on_scene_start") - MessageBus.connect("kill_scene", self, "_on_scene_kill") - MessageBus.connect("list_scenes", self, "_on_scene_list") - MessageBus.connect("quit", self, "_on_quit_request") - MessageBus.connect("return_to_title", self, "_on_title_request") + var _errno = 0; + _errno += MessageBus.connect("start_tcsn", self, "_on_scene_start_by_name") + _errno += MessageBus.connect("change_scene", self, "_on_scene_start") + _errno += MessageBus.connect("kill_scene", self, "_on_scene_kill") + _errno += MessageBus.connect("list_scenes", self, "_on_scene_list") + _errno += MessageBus.connect("quit", self, "_on_quit_request") + _errno += MessageBus.connect("return_to_title", self, "_on_title_request") # Create the scenes title_screen = preload("res://scenes/Title Screen.tscn") gameplay = preload("res://scenes/Gameplay.tscn")