add a debug mode

This commit is contained in:
Schrottkatze 2025-06-21 18:19:28 +02:00
parent da4c6172d4
commit fcc4ebeba8
Signed by: schrottkatze
SSH key fingerprint: SHA256:FPOYVeBy3QP20FEM42uWF1Wa/Qhlk+L3S2+Wuau/Auo
2 changed files with 57 additions and 7 deletions

View file

@ -19,9 +19,16 @@ pub fn plugin(app: &mut App) {
enable_multipass_for_primary_context: true,
})
.add_event::<DebugEvent>()
.init_state::<DebugMode>()
.add_systems(
Update,
(handle_debug_logs, start_game, run_file.pipe(exec_script)).in_set(DebugSet),
(
handle_debug_logs,
handle_enable_debug_mode.run_if(not(in_state(DebugMode::Enabled))),
start_game,
run_file.pipe(exec_script),
)
.in_set(DebugSet),
)
.add_systems(Startup, startup_file.pipe(exec_script))
.add_plugins(console::plugin);
@ -60,6 +67,23 @@ enum DebugEvent {
/// Run a tx file (the games debug scripting lang :3)
#[command(name = "run")]
RunFile { file: PathBuf },
/// Enable debug mode.
/// Will cause the game to behave differently (mostly, not do things by default it otherwise would.)
///
/// Do note while all of this is part of the debug tooling, debug mode just gives the debug tools more controls of the game.
///
/// Read: In debug mode, a lot of features of the normal game aren't enabled, and might have to be turned on explicitly.
/// This is to allow for easier testing. The console etc. will still stay available regardless, just might complain that debug mode isn't enabled on some commands.
///
/// For best results, enable debug mode before starting the game.
///
/// Debug mode cannot be disabled. Just restart the game lmao.
///
/// Current debug mode behaviour:
/// - Nothing
#[command(name = "enable-debug", aliases = ["debug-enable"])]
EnableDebugMode,
}
fn start_game(
@ -80,6 +104,25 @@ fn start_game(
}
}
#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash, Reflect)]
pub enum DebugMode {
#[default]
Disabled,
Enabled,
}
fn handle_enable_debug_mode(
mut dbg_reader: EventReader<DebugEvent>,
mut debug_state: ResMut<NextState<DebugMode>>,
) {
for ev in dbg_reader.read() {
if matches!(ev, DebugEvent::EnableDebugMode) {
info!("Enabling debug mode. There be demons (hopefully the cute ones :3)!");
debug_state.set(DebugMode::Enabled)
}
}
}
fn handle_debug_logs(mut dbg_reader: EventReader<DebugEvent>) {
for ev in dbg_reader.read() {
if let DebugEvent::Log { error, text } = ev {

View file

@ -3,21 +3,28 @@ use bevy::prelude::*;
use crate::{
AppState,
cleanup::{self, despawn},
debug::DebugMode,
};
mod camera;
mod scene;
mod debug {}
/// Gameplay system set. All functions in this control the gameplay (duh).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
struct GameplaySet;
pub fn plugin(app: &mut App) {
app.add_systems(OnEnter(AppState::Ingame), scene::setup.in_set(GameplaySet))
.add_systems(
OnExit(AppState::Ingame),
despawn::<cleanup::Scene>.in_set(GameplaySet),
)
.add_plugins(camera::plugin);
app.add_systems(
OnEnter(AppState::Ingame),
scene::setup
.in_set(GameplaySet)
.run_if(in_state(DebugMode::Disabled)),
)
.add_systems(
OnExit(AppState::Ingame),
despawn::<cleanup::Scene>.in_set(GameplaySet),
)
.add_plugins(camera::plugin);
app.configure_sets(Update, GameplaySet.run_if(in_state(AppState::Ingame)));
}