public static void DebugUpdate() { #if DEBUG //Toggle debug if (Input.GetKey(Keys.LeftControl, DebugKeyboard) && Input.GetKeyDown(Keys.D, DebugKeyboard)) { ToggleDebug(); } #endif //Return if debug isn't enabled if (DebugEnabled == false) { if (Time.InGameTimeEnabled == false) { Time.ToggleInGameTime(true); } //Update the input state if debug is disabled so that the toggle functions properly Input.UpdateInputState(ref DebugKeyboard); return; } //Reset frame advance AdvanceNextFrame = false; //Debug controls if (Input.GetKey(Keys.LeftControl, DebugKeyboard)) { //Toggle pause if (Input.GetKeyDown(Keys.P, DebugKeyboard)) { DebugPaused = !DebugPaused; } //Toggle frame advance else if (Input.GetKeyDown(Keys.OemSemicolon, DebugKeyboard)) { AdvanceNextFrame = true; } //Toggle logs else if (Input.GetKeyDown(Keys.L, DebugKeyboard)) { ToggleLogs(); } //Take screenshot else if (Input.GetKeyDown(Keys.S, DebugKeyboard)) { TakeScreenshot(); } else if (Input.GetKeyDown(Keys.M, DebugKeyboard)) { //Log dump DumpLogs(); } } //Camera controls if (Input.GetKey(Keys.LeftShift, DebugKeyboard)) { if (Input.GetKeyDown(Keys.Space, DebugKeyboard)) { //Reset camera coordinates Camera.Instance.SetTranslation(Vector2.Zero); Camera.Instance.SetRotation(0f); Camera.Instance.SetZoom(1f); } else { Vector2 translation = Vector2.Zero; float rotation = 0f; float zoom = 0f; //Translation if (Input.GetKey(Keys.Left, DebugKeyboard)) { translation.X -= 2; } if (Input.GetKey(Keys.Right, DebugKeyboard)) { translation.X += 2; } if (Input.GetKey(Keys.Down, DebugKeyboard)) { translation.Y += 2; } if (Input.GetKey(Keys.Up, DebugKeyboard)) { translation.Y -= 2; } //Rotation if (Input.GetKey(Keys.OemComma, DebugKeyboard)) { rotation -= .1f; } if (Input.GetKey(Keys.OemPeriod, DebugKeyboard)) { rotation += .1f; } //Scale if (Input.GetKey(Keys.OemMinus, DebugKeyboard)) { zoom -= .1f; } if (Input.GetKey(Keys.OemPlus, DebugKeyboard)) { zoom += .1f; } if (translation != Vector2.Zero) { Camera.Instance.Translate(translation); } if (rotation != 0f) { Camera.Instance.Rotate(rotation); } if (zoom != 0f) { Camera.Instance.Zoom(zoom); } } } //Battle Debug if (Input.GetKey(Keys.RightShift, DebugKeyboard) == true) { DebugBattle(); } //Unit Tests if (Input.GetKey(Keys.U, DebugKeyboard) == true) { DebugUnitTests(); } //Damage Mario if (Input.GetKey(Keys.Tab, DebugKeyboard) == true) { if (Input.GetKeyDown(Keys.H) == true) { //Make sure we damage the Shell instead if it's over Mario BattleEntity entity = BattleManager.Instance.GetMario(); if (entity.EntityProperties.HasAdditionalProperty(Enumerations.AdditionalProperty.DefendedByEntity) == true) { entity = entity.EntityProperties.GetAdditionalProperty <BattleEntity>(Enumerations.AdditionalProperty.DefendedByEntity); } entity.TakeDamage(Enumerations.Elements.Normal, 1, true); } } //If a pause is eventually added that can be performed normally, put a check for it in here to //prevent the in-game timer from turning on when it shouldn't Time.ToggleInGameTime(DebugPaused == false || AdvanceNextFrame == true); FPSCounter.Update(); Input.UpdateInputState(ref DebugKeyboard); }
public static void DebugUpdate() { #if DEBUG //Toggle debug if (Input.GetKey(Keys.LeftControl, DebugKeyboard) && Input.GetKeyDown(Keys.D, DebugKeyboard)) { ToggleDebug(); } #endif //Return if debug isn't enabled if (DebugEnabled == false) { if (Time.InGameTimeEnabled == false) { Time.ToggleInGameTime(true); } return; } //Reset frame advance AdvanceNextFrame = false; //Debug controls if (Input.GetKey(Keys.LeftControl, DebugKeyboard)) { //Toggle pause if (Input.GetKeyDown(Keys.P, DebugKeyboard)) { DebugPaused = !DebugPaused; } //Toggle frame advance else if (Input.GetKeyDown(Keys.OemSemicolon, DebugKeyboard)) { AdvanceNextFrame = true; } //Toggle logs else if (Input.GetKeyDown(Keys.L, DebugKeyboard)) { ToggleLogs(); } } //Camera controls if (Input.GetKey(Keys.LeftShift, DebugKeyboard)) { if (Input.GetKeyDown(Keys.Space, DebugKeyboard)) { //Reset camera coordinates Camera.Instance.SetTranslation(Vector2.Zero); Camera.Instance.SetRotation(0f); Camera.Instance.SetZoom(1f); } else { Vector2 translation = Vector2.Zero; float rotation = 0f; float zoom = 0f; //Translation if (Input.GetKey(Keys.Left, DebugKeyboard)) { translation.X -= 2; } if (Input.GetKey(Keys.Right, DebugKeyboard)) { translation.X += 2; } if (Input.GetKey(Keys.Down, DebugKeyboard)) { translation.Y += 2; } if (Input.GetKey(Keys.Up, DebugKeyboard)) { translation.Y -= 2; } //Rotation if (Input.GetKey(Keys.OemComma, DebugKeyboard)) { rotation -= .1f; } if (Input.GetKey(Keys.OemPeriod, DebugKeyboard)) { rotation += .1f; } //Scale if (Input.GetKey(Keys.OemMinus, DebugKeyboard)) { zoom -= .1f; } if (Input.GetKey(Keys.OemPlus, DebugKeyboard)) { zoom += .1f; } if (translation != Vector2.Zero) { Camera.Instance.Translate(translation); } if (rotation != 0f) { Camera.Instance.Rotate(rotation); } if (zoom != 0f) { Camera.Instance.Zoom(zoom); } } } //Battle Debug if (Input.GetKey(Keys.RightShift, DebugKeyboard) == true) { DebugBattle(); } //Unit Tests if (Input.GetKey(Keys.U, DebugKeyboard) == true) { DebugUnitTests(); } //If a pause is eventually added that can be performed normally, put a check for it in here to //prevent the in-game timer from turning on when it shouldn't Time.ToggleInGameTime(DebugPaused == false || AdvanceNextFrame == true); FPSCounter.Update(); Input.UpdateInputState(ref DebugKeyboard); }
public static void DebugUpdate(BattleManager bManager) { //Toggle debug if (Input.GetKey(Keys.LeftControl, DebugKeyboard) && Input.GetKeyDown(Keys.D, DebugKeyboard)) { ToggleDebug(!DebugEnabled); } //Return if debug isn't enabled if (DebugEnabled == false) { if (Time.InGameTimeEnabled == false) { Time.ToggleInGameTime(true); } //Update the input state if debug is disabled so that the toggle functions properly Input.UpdateInputState(ref DebugKeyboard); return; } //Reset frame advance AdvanceNextFrame = false; //Debug controls if (Input.GetKey(Keys.LeftControl, DebugKeyboard)) { //Toggle pause if (Input.GetKeyDown(Keys.P, DebugKeyboard)) { DebugPaused = !DebugPaused; } //Toggle frame advance else if (Input.GetKeyDown(Keys.OemSemicolon, DebugKeyboard)) { AdvanceNextFrame = true; } //Toggle logs else if (Input.GetKeyDown(Keys.L, DebugKeyboard)) { ToggleLogs(!LogsEnabled); } //Take screenshot else if (Input.GetKeyDown(Keys.S, DebugKeyboard)) { TakeScreenshot(); } else if (Input.GetKeyDown(Keys.M, DebugKeyboard)) { //Log dump DumpLogs(); } } //Camera controls if (Input.GetKey(Keys.LeftShift, DebugKeyboard)) { if (Input.GetKeyDown(Keys.Space, DebugKeyboard)) { //Reset camera coordinates Camera.Instance.SetTranslation(Vector2.Zero); Camera.Instance.SetRotation(0f); Camera.Instance.SetZoom(1f); } else { Vector2 translation = Vector2.Zero; float rotation = 0f; float zoom = 0f; //Translation if (Input.GetKey(Keys.Left, DebugKeyboard)) { translation.X -= 2; } if (Input.GetKey(Keys.Right, DebugKeyboard)) { translation.X += 2; } if (Input.GetKey(Keys.Down, DebugKeyboard)) { translation.Y += 2; } if (Input.GetKey(Keys.Up, DebugKeyboard)) { translation.Y -= 2; } //Rotation if (Input.GetKey(Keys.OemComma, DebugKeyboard)) { rotation -= .1f; } if (Input.GetKey(Keys.OemPeriod, DebugKeyboard)) { rotation += .1f; } //Scale if (Input.GetKey(Keys.OemMinus, DebugKeyboard)) { zoom -= .1f; } if (Input.GetKey(Keys.OemPlus, DebugKeyboard)) { zoom += .1f; } if (translation != Vector2.Zero) { Camera.Instance.Translate(translation); } if (rotation != 0f) { Camera.Instance.Rotate(rotation); } if (zoom != 0f) { Camera.Instance.Zoom(zoom); } } } //Battle Debug if (Input.GetKey(Keys.RightShift, DebugKeyboard) == true) { DebugBattle(bManager); } //Unit Tests if (Input.GetKey(Keys.U, DebugKeyboard) == true) { DebugUnitTests(); } if (Input.GetKey(Keys.Tab, DebugKeyboard) == true) { //Damage Mario if (Input.GetKeyDown(Keys.H) == true) { //Make sure we damage the Shell instead if it's over Mario BattleEntity entity = bManager.Mario.GetTrueTarget(); entity.TakeDamage(Enumerations.Elements.Normal, 1, true); } //Reload all animations //This can break Sequences that rely on animation timings else if (Input.GetKeyDown(Keys.R) == true) { Debug.Log("Reloading all BattleEntity animations. Things may break if in a Sequence!"); List <BattleEntity> entities = new List <BattleEntity>(); bManager.GetAllBattleEntities(entities, null); for (int i = 0; i < entities.Count; i++) { entities[i].LoadAnimations(); } } //Reverse flip state of all entities else if (Input.GetKeyDown(Keys.F) == true) { List <BattleEntity> entities = new List <BattleEntity>(); bManager.GetAllBattleEntities(entities, null); for (int i = 0; i < entities.Count; i++) { entities[i].SpriteFlip = !entities[i].SpriteFlip; } } } //If a pause is eventually added that can be performed normally, put a check for it in here to //prevent the in-game timer from turning on when it shouldn't Time.ToggleInGameTime(DebugPaused == false || AdvanceNextFrame == true); FPSCounter.Update(); Input.UpdateInputState(ref DebugKeyboard); }