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https://codeberg.org/schrottkatze/mgd2-tram-championships.git
synced 2025-07-01 17:27:38 +00:00
add a debug mode
This commit is contained in:
parent
da4c6172d4
commit
fcc4ebeba8
2 changed files with 57 additions and 7 deletions
45
src/debug.rs
45
src/debug.rs
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@ -19,9 +19,16 @@ pub fn plugin(app: &mut App) {
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enable_multipass_for_primary_context: true,
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})
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.add_event::<DebugEvent>()
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.init_state::<DebugMode>()
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.add_systems(
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Update,
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(handle_debug_logs, start_game, run_file.pipe(exec_script)).in_set(DebugSet),
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(
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handle_debug_logs,
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handle_enable_debug_mode.run_if(not(in_state(DebugMode::Enabled))),
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start_game,
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run_file.pipe(exec_script),
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)
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.in_set(DebugSet),
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)
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.add_systems(Startup, startup_file.pipe(exec_script))
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.add_plugins(console::plugin);
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@ -60,6 +67,23 @@ enum DebugEvent {
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/// Run a tx file (the games debug scripting lang :3)
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#[command(name = "run")]
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RunFile { file: PathBuf },
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/// Enable debug mode.
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/// Will cause the game to behave differently (mostly, not do things by default it otherwise would.)
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///
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/// Do note while all of this is part of the debug tooling, debug mode just gives the debug tools more controls of the game.
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///
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/// Read: In debug mode, a lot of features of the normal game aren't enabled, and might have to be turned on explicitly.
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/// 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.
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///
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/// For best results, enable debug mode before starting the game.
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///
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/// Debug mode cannot be disabled. Just restart the game lmao.
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///
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/// Current debug mode behaviour:
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/// - Nothing
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#[command(name = "enable-debug", aliases = ["debug-enable"])]
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EnableDebugMode,
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}
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fn start_game(
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@ -80,6 +104,25 @@ fn start_game(
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}
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}
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash, Reflect)]
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pub enum DebugMode {
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#[default]
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Disabled,
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Enabled,
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}
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fn handle_enable_debug_mode(
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mut dbg_reader: EventReader<DebugEvent>,
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mut debug_state: ResMut<NextState<DebugMode>>,
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) {
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for ev in dbg_reader.read() {
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if matches!(ev, DebugEvent::EnableDebugMode) {
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info!("Enabling debug mode. There be demons (hopefully the cute ones :3)!");
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debug_state.set(DebugMode::Enabled)
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}
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}
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}
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fn handle_debug_logs(mut dbg_reader: EventReader<DebugEvent>) {
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for ev in dbg_reader.read() {
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if let DebugEvent::Log { error, text } = ev {
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19
src/game.rs
19
src/game.rs
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@ -3,21 +3,28 @@ use bevy::prelude::*;
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use crate::{
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AppState,
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cleanup::{self, despawn},
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debug::DebugMode,
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};
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mod camera;
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mod scene;
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mod debug {}
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/// Gameplay system set. All functions in this control the gameplay (duh).
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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struct GameplaySet;
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pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(AppState::Ingame), scene::setup.in_set(GameplaySet))
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.add_systems(
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OnExit(AppState::Ingame),
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despawn::<cleanup::Scene>.in_set(GameplaySet),
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)
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.add_plugins(camera::plugin);
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app.add_systems(
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OnEnter(AppState::Ingame),
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scene::setup
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.in_set(GameplaySet)
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.run_if(in_state(DebugMode::Disabled)),
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)
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.add_systems(
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OnExit(AppState::Ingame),
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despawn::<cleanup::Scene>.in_set(GameplaySet),
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)
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.add_plugins(camera::plugin);
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app.configure_sets(Update, GameplaySet.run_if(in_state(AppState::Ingame)));
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}
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