Adds in-game debug menu addon

Adds an in-game debug menu that displays performance metrics (FPS, frame times) and hardware/software information.

The menu can be toggled using the F3 key (or a custom input binding). It has different display styles, ranging from a compact FPS display to a detailed view with graphs and system information.
This commit is contained in:
Dan Baker 2025-05-04 17:53:46 +01:00
parent 214e0aa5e0
commit ff62d67f54
37 changed files with 1484 additions and 49 deletions

View file

@ -8,6 +8,6 @@ func _init():
description = "Increases fire rate by %0.1f shots per second" % fire_rate_bonus
modifier_type = ModifierType.ADDITIVE
func apply_stats_modification(final_stats: Dictionary, base_stats: Dictionary) -> void:
func apply_stats_modification(final_stats: Dictionary, _base_stats: Dictionary) -> void:
if final_stats.has("fire_rate"):
final_stats.fire_rate += fire_rate_bonus

View file

@ -8,6 +8,6 @@ func _init():
description = "Increases fire rate by %d%%" % ((fire_rate_multiplier - 1.0) * 100)
modifier_type = ModifierType.MULTIPLICATIVE
func apply_stats_modification(final_stats: Dictionary, base_stats: Dictionary) -> void:
func apply_stats_modification(final_stats: Dictionary, _base_stats: Dictionary) -> void:
if final_stats.has("fire_rate"):
final_stats.fire_rate *= fire_rate_multiplier

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=82 format=3 uid="uid://bo5aw2cad3akl"]
[gd_scene load_steps=83 format=3 uid="uid://bo5aw2cad3akl"]
[ext_resource type="Script" uid="uid://bq038uo4cm6nv" path="res://player/scripts/player.gd" id="1_oul6g"]
[ext_resource type="Texture2D" uid="uid://dqgq2c1h6yk3k" path="res://assets/sprites/characters/pink/Pink_Monster_Attack1_4.png" id="2_yllr7"]
@ -13,6 +13,7 @@
[ext_resource type="Texture2D" uid="uid://538sc3bsdell" path="res://assets/sprites/characters/pink/Pink_Monster_Throw_4.png" id="11_bjvpn"]
[ext_resource type="Texture2D" uid="uid://efnfh4mf0ia2" path="res://assets/sprites/characters/pink/Pink_Monster_Walk_6.png" id="12_s7qer"]
[ext_resource type="Texture2D" uid="uid://cyfq0x0h2qeof" path="res://assets/sprites/characters/pink/Pink_Monster_Walk+Attack_6.png" id="13_g4c7l"]
[ext_resource type="PackedScene" uid="uid://cgxn1f4p4vik6" path="res://assets/weapons/ranged_weapon.tscn" id="14_kb6p2"]
[sub_resource type="CircleShape2D" id="CircleShape2D_rkbax"]
@ -541,7 +542,7 @@ animations = [{
"speed": 5.0
}]
[node name="Player" type="CharacterBody2D"]
[node name="Player" type="CharacterBody2D" groups=["friendly"]]
collision_mask = 14
script = ExtResource("1_oul6g")
@ -551,8 +552,11 @@ shape = SubResource("CircleShape2D_rkbax")
[node name="PlayerSprite" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_qjt2w")
animation = &"attack_2"
frame_progress = 0.752485
animation = &"idle"
autoplay = "idle"
frame_progress = 0.749332
[node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(2, 2)
[node name="RangedWeapon" parent="." instance=ExtResource("14_kb6p2")]

View file

@ -1,9 +1,12 @@
extends CharacterBody2D
@export var speed = 200
@export var weapon: RangedWeapon
@export var special_ability: Ability
@export var movement: PlayerMovement
var weapon: RangedWeapon
var movement: PlayerMovement
var combat: PlayerCombat
# Last direction for idle state
var last_direction = Vector2.DOWN
@ -11,19 +14,16 @@ var last_direction = Vector2.DOWN
@onready var animated_sprite = $PlayerSprite
func _ready():
weapon = RangedWeapon.new()
Log.pr("Weapon", weapon)
weapon = $RangedWeapon
combat = PlayerCombat.new()
# Initialize the movement resource with references
if movement:
movement.player = self
movement.animated_sprite = animated_sprite
movement.last_direction = Vector2.DOWN # Default direction
else:
# Create a new resource instance if none was assigned in the editor
movement = PlayerMovement.new()
movement.player = self
movement.animated_sprite = animated_sprite
movement = PlayerMovement.new()
movement.player = self
movement.animated_sprite = animated_sprite
movement.speed = speed
combat.player = self
combat.animated_sprite = animated_sprite
Log.pr("Adding projectile size additive modifier")
weapon.add_modifier(ProjectileSizeAdditive.new())
@ -37,11 +37,15 @@ func _ready():
# Size is now 1.5 * 1.5 = 2.25
# Add another additive size modifier (+0.7 or 70% increase)
Log.pr("Adding another projectile size additive modifier", 0.7)
Log.pr("Adding another projectile size additive modifier", 2)
var another_size_mod = ProjectileSizeAdditive.new()
another_size_mod.size_increase = 0.7
weapon.add_modifier(another_size_mod)
Log.pr(weapon.stats.get_stat("projectile_size"))
weapon.add_modifier(FireRateAdditive.new())
func _physics_process(delta):
movement.process(delta)
combat.process(delta)

View file

@ -0,0 +1,30 @@
extends Resource
class_name PlayerCombat
var player: CharacterBody2D
var animated_sprite: AnimatedSprite2D
func process(_delta):
# Get mouse position in global coordinates
var mouse_position = player.get_global_mouse_position()
# Get player position (assuming this script is attached to the player)
var player_position = player.global_position
# Calculate direction vector from player to mouse
var direction = mouse_position - player_position
# You can normalize this vector if you want a unit vector (length of 1)
# This is useful if you only care about direction, not distance
var normalized_direction = direction.normalized()
if Input.is_action_pressed("fire"):
player.weapon.fire(normalized_direction)
# Update animation
#update_animation()
func update_animation():
Log.pr(animated_sprite.animation)
if animated_sprite.animation != "throw":
Log.pr('Throwing animation!')
animated_sprite.play("throw")

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@ -0,0 +1 @@
uid://cx4ugb3hbh8t1

View file

@ -4,7 +4,7 @@ class_name PlayerMovement
var player: CharacterBody2D
var animated_sprite: AnimatedSprite2D
var speed: float = 300.0
var speed: float
var last_direction: Vector2 = Vector2.ZERO
func process(_delta):
@ -36,6 +36,9 @@ func process(_delta):
func update_animation(direction):
var anim_name = "idle" # Default animation
if animated_sprite.animation == "throw":
return # Don't change animation if throwing
if direction == Vector2.ZERO:
# Character is idle

View file

@ -0,0 +1,110 @@
class_name Projectile extends Area2D
signal on_hit(projectile, target)
signal on_spawned(projectile)
signal on_destroyed(projectile)
@export var speed: float = 500.0
@export var damage: float = 10.0
@export var lifetime: float = 5.0
@export var direction: Vector2 = Vector2.RIGHT
@export var is_friendly: bool = true
# Modifier-related properties
var pierce_count: int = 0
var has_explosive_impact: bool = true
var explosion_projectile_count: int = 2
var explosion_projectile_damage_mult: float = 0.5
var explosion_projectile_speed: float = 300.0
var explosion_spread_angle: float = 360.0 # Full circle by default
# References
var source_weapon: RangedWeapon # Reference to the weapon that fired this
var lifetime_timer: Timer
# Add a variable to track the entity that triggered the explosion
var ignore_target = null
func _ready():
lifetime_timer = Timer.new()
add_child(lifetime_timer)
lifetime_timer.one_shot = true
lifetime_timer.wait_time = lifetime
lifetime_timer.connect("timeout", _on_lifetime_timeout)
lifetime_timer.start()
emit_signal("on_spawned", self)
connect("body_entered", _on_body_entered)
func _physics_process(delta):
position += direction * speed * delta
func _on_body_entered(body):
# Check if this is a body we should ignore
if body == ignore_target:
return
if body.is_in_group("enemies") and is_friendly:
Log.pr("Hit enemy: ", body.name)
# Deal damage to enemy
if body.has_method("take_damage"):
body.take_damage(damage)
# Emit signal for modifiers to react to
emit_signal("on_hit", self, body)
# Handle piercing
if pierce_count > 0:
pierce_count -= 1
else:
# Handle explosive impact
if has_explosive_impact:
# Store the target that triggered the explosion
ignore_target = body
_trigger_explosion()
# Destroy the projectile
destroy()
func _trigger_explosion():
# Create the explosion VFX
# var explosion = preload("res://scenes/explosion_effect.tscn").instantiate()
# explosion.global_position = global_position
# get_tree().root.add_child(explosion)
# Spawn the additional projectiles
if explosion_projectile_count > 0:
_spawn_explosion_projectiles()
func _spawn_explosion_projectiles():
# Calculate even angle distribution
var angle_step = explosion_spread_angle / explosion_projectile_count
var start_angle = - explosion_spread_angle / 2
for i in range(explosion_projectile_count):
# Create a new projectile
var new_proj = duplicate()
new_proj.global_position = global_position
# Calculate new direction based on spread
var random_angle = randf_range(0, 2 * PI)
var new_dir = Vector2.RIGHT.rotated(random_angle)
# Set properties for the new projectile
new_proj.direction = new_dir
new_proj.damage = damage * explosion_projectile_damage_mult
new_proj.speed = explosion_projectile_speed
# Clear explosive properties so we don't get infinite loops
new_proj.has_explosive_impact = true
new_proj.explosion_projectile_count = 1
# Pass the ignore_target to the new projectiles
new_proj.ignore_target = ignore_target
# Add to scene tree
get_tree().root.add_child(new_proj)
func destroy():
emit_signal("on_destroyed", self)
queue_free()
func _on_lifetime_timeout():
destroy()

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@ -0,0 +1 @@
uid://d5tiwy16ivu6

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@ -7,10 +7,12 @@ signal projectile_spawned(projectile)
# Base stats - will be modified by modifiers
var base_stats = {
"damage": 10.0,
"fire_rate": 2.0, # Shots per second
"fire_rate": 2.0,
"projectile_speed": 500.0,
"projectile_size": 1.0,
"projectile_lifetime": 5.0,
"projectile_quantity": 1,
"projectile_spread": 33,
"max_pierce": 0
}
@ -24,14 +26,15 @@ func _init() -> void:
Log.pr(stats)
add_child(stats)
func _ready():
# Connect to stats updated signal
stats.connect("stats_updated", _on_stats_updated)
# Setup fire timer
fire_timer = Timer.new()
add_child(fire_timer)
fire_timer.one_shot = true
projectile_scene = preload("res://assets/projectiles/basic_projectile.tscn")
func _ready():
stats.connect("stats_updated", _on_stats_updated)
fire_timer.connect("timeout", _on_fire_timer_timeout)
# Initial update
@ -47,30 +50,55 @@ func fire(direction: Vector2):
fire_timer.start(1.0 / stats.get_stat("fire_rate"))
func _spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2):
var projectile = projectile_scene.instantiate()
projectile.global_position = spawn_position
projectile.direction = spawn_direction
# Get projectile quantity and spread from stats
var quantity = stats.get_stat("projectile_quantity")
var spread_angle = stats.get_stat("projectile_spread")
# Apply stats to projectile
projectile.speed = stats.get_stat("projectile_speed")
projectile.damage = stats.get_stat("damage")
projectile.lifetime = stats.get_stat("projectile_lifetime")
projectile.pierce_count = stats.get_stat("max_pierce")
projectile.source_weapon = self
# Calculate the angle between each projectile
var angle_step = 0.0
if quantity > 1 and spread_angle > 0:
angle_step = spread_angle / (quantity - 1)
# Apply size (scale)
var size = stats.get_stat("projectile_size")
projectile.scale = Vector2(size, size)
# Calculate starting angle (to center the spread)
var start_angle = - spread_angle / 2
# Allow modifiers to directly modify the projectile
for modifier in stats.modifiers:
modifier.modify_projectile(projectile)
get_tree().root.add_child(projectile)
projectile.emit_signal("on_spawned", projectile)
emit_signal("projectile_spawned", projectile)
# Spawn each projectile
for i in range(quantity):
var projectile = projectile_scene.instantiate()
projectile.global_position = spawn_position
# Calculate the direction with spread
var direction = spawn_direction
if quantity > 1:
var current_angle = start_angle + (i * angle_step)
direction = spawn_direction.rotated(deg_to_rad(current_angle))
projectile.direction = direction
# Apply stats to projectile
projectile.speed = stats.get_stat("projectile_speed")
projectile.damage = stats.get_stat("damage")
projectile.lifetime = stats.get_stat("projectile_lifetime")
projectile.source_weapon = self
# Set base size
var size = stats.get_stat("projectile_size")
projectile.scale = Vector2(size, size)
# Allow modifiers to directly modify the projectile
for modifier in stats.modifiers:
modifier.modify_projectile(projectile)
# Add to scene tree
if get_tree() and get_tree().get_root():
get_tree().get_root().add_child(projectile)
# Emit the spawn signal
if projectile.has_signal("on_spawned"):
projectile.emit_signal("on_spawned", projectile)
func add_modifier(modifier: Modifier):
Log.pr("Adding modifier: ", modifier)
stats.add_modifier(modifier)
func remove_modifier(modifier_id: String):