debug scene + fixed resource loading in releases
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parent
0eecd651e4
commit
0dd3628ce1
7 changed files with 114 additions and 6 deletions
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@ -8,7 +8,7 @@ custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="../executables/cosmic/gammacosmicrays ictar1.1 beta.exe"
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export_path="../executables/cosmic/gammacosmicrays ictar1.1 beta 2.exe"
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encryption_include_filters=""
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encryption_exclude_filters=""
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encrypt_pck=false
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@ -18,7 +18,7 @@ encrypt_directory=false
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custom_template/debug=""
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custom_template/release=""
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debug/export_console_wrapper=1
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debug/export_console_wrapper=0
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binary_format/embed_pck=true
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texture_format/bptc=true
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texture_format/s3tc=true
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@ -42,6 +42,7 @@ application/product_name="Gamma Cosmic Rays"
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application/file_description=""
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application/copyright=""
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application/trademarks=""
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application/export_angle=0
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ssh_remote_deploy/enabled=false
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ssh_remote_deploy/host="user@host_ip"
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ssh_remote_deploy/port="22"
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104
scenes/debug.tscn
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104
scenes/debug.tscn
Normal file
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@ -0,0 +1,104 @@
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[gd_scene load_steps=2 format=3 uid="uid://ckdttdkoo1t0s"]
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[sub_resource type="GDScript" id="GDScript_6w8qb"]
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resource_name = "gogo"
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script/source = "extends Node2D
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@onready var items = $Items
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@onready var verified = $\"Verified Items\"
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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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var dir = DirAccess.open(\"res://items\")
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var files = dir.get_files()
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var text = \"Items:\\n\"
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Hulls:\\n\"
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dir = DirAccess.open(\"res://scenes/hulls\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Engines:\\n\"
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dir = DirAccess.open(\"res://scenes/engines\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Shields:\\n\"
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dir = DirAccess.open(\"res://scenes/shields\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Weapons:\\n\"
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dir = DirAccess.open(\"res://scenes/weapons/presets\")
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files = dir.get_files()
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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items.text = text
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fetch_modules()
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func fetch_modules():
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var dir = DirAccess.open(\"res://items\")
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var files = dir.get_files()
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var text = \"Items:\\n\"
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Hulls:\\n\"
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dir = DirAccess.open(\"res://scenes/hulls\")
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var modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Engines:\\n\"
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dir = DirAccess.open(\"res://scenes/engines\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Shields:\\n\"
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dir = DirAccess.open(\"res://scenes/shields\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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text += \"Verified Weapons:\\n\"
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dir = DirAccess.open(\"res://scenes/weapons/presets\")
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modules = dir.get_files()
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files = check_for_item(modules)
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for file in files:
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text += \"{file}\\n\".format({'file': file})
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verified.text = text
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func check_for_item(modules : Array[String]) -> Array[String]:
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var returnable : Array[String] = []
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for module in modules:
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var itm = module.split('.', true, 1)[0]
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if Game.get_item(itm).name != Game.DEFAULT_ITEM.name:
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returnable.append(itm)
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return returnable
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if Input.is_action_just_released(\"pause\"):
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get_tree().change_scene_to_file(\"res://scenes/MainMenu.tscn\")
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"
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[node name="Debug" type="Node2D"]
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script = SubResource("GDScript_6w8qb")
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[node name="Items" type="Label" parent="."]
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offset_right = 640.0
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offset_bottom = 720.0
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horizontal_alignment = 1
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vertical_alignment = 1
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autowrap_mode = 2
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[node name="Verified Items" type="Label" parent="."]
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offset_left = 640.0
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offset_right = 1280.0
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offset_bottom = 720.0
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horizontal_alignment = 1
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vertical_alignment = 1
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autowrap_mode = 2
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@ -91,7 +91,7 @@ func recolor():
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color_player = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_base = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_enemy = Color.from_hsv(randf(), randf_range(0.8, 1), randf_range(0.8, 1))
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color_background = Color.from_hsv(randf(), randf_range(0.1765, 1), randf_range(0.0392, 0.0862))
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color_background = Color.from_hsv(randf(), randf_range(0.1765, 1), randf_range(0.06, 0.08))
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ship.modulate = color_player
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bases.modulate = color_base
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enemy_faction.modulate = color_enemy
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@ -112,7 +112,7 @@ static func profile_legit_check(profile_meta : Dictionary) -> Dictionary:
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static func get_item(id : String) -> Item:
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var path_name = id.to_lower().replace(" ", "_")
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var path = "res://items/{name}.tres".format({"name": path_name})
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if FileAccess.file_exists(path):
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if ResourceLoader.exists(path):
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var res = load(path)
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return res.duplicate()
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return DEFAULT_ITEM
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@ -293,7 +293,6 @@ func add_available(avail_list):
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'hull':
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meta['price'] = hulls_prices[avail_list[i]]
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meta['equipped'] = ship.hull.id == avail_list[i]
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print(ship.hull.id, avail_list[i])
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'engine':
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meta['price'] = engines_prices[avail_list[i]]
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meta['equipped'] = ship.engine.id == avail_list[i]
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@ -75,3 +75,7 @@ func change_menu(id):
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b4.change_name()
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b5.change_name()
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menu_id = id
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func _process(_delta):
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if Input.is_action_just_released("hide_menu"):
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get_tree().change_scene_to_file("res://scenes/debug.tscn")
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@ -150,7 +150,7 @@ func fetch_modules():
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func check_for_item(modules : Array[String]) -> Array[String]:
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var returnable : Array[String] = []
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for module in modules:
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var itm = module.trim_suffix(".tscn")
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var itm = module.split('.', true, 1)[0]
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if Game.get_item(itm).name != Game.DEFAULT_ITEM.name:
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returnable.append(itm)
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return returnable
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