puzzle debug render stuff
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@@ -38,11 +38,14 @@
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(#when debug
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(#when debug
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(debugLayer.clear)
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(debugLayer.clear)
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(doFor s rewardSprites
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(doFor s rewardSprites
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//(s.drawCircle s.origin.x s.origin.y 5 FlxColor.LIME)
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null
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//(debugLayer.drawCircle (- s.x cameraBounds.x) (- s.y cameraBounds.y) 5 FlxColor.LIME)
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// Uncomment for debugging piece rotation:
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(debugLayer.drawCircle s.x s.y 1 FlxColor.RED)
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(debugLayer.drawCircle (+ s.x s.origin.x) (+ s.y s.origin.y) 1 FlxColor.LIME)
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// Uncomment for debugging match zones:
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// Uncomment for debugging match zones:
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(let [matchZones [(matchZoneLeft s) (matchZoneRight s)(matchZoneUp s)(matchZoneDown s)]]
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**(let [matchZones [(matchZoneLeft s) (matchZoneRight s)(matchZoneUp s)(matchZoneDown s)]]
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(doFor z matchZones
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(doFor z matchZones
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(unless z.isEmpty
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(unless z.isEmpty
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(debugLayer.drawFlxRect z FlxColor.RED))))))
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(debugLayer.drawFlxRect z FlxColor.RED))))))
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@@ -65,7 +68,7 @@
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(#when debug
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(#when debug
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(when FlxG.keys.justPressed.SEMICOLON
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(when FlxG.keys.justPressed.SEMICOLON
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(set pieceCamera.zoom 1))
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(set pieceCamera.zoom 1))
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(when FlxG.keys.justPressed.CONTROL
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**(when FlxG.keys.justPressed.CONTROL
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(set save.data.storedPositions (new Map<Int,FlxPoint>))
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(set save.data.storedPositions (new Map<Int,FlxPoint>))
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(set save.data.storedAngles (new Map<Int,Float>))
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(set save.data.storedAngles (new Map<Int,Float>))
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(set save.data.storedOrigins (new Map<Int,FlxPoint>))
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(set save.data.storedOrigins (new Map<Int,FlxPoint>))
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