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# Hacking
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This page discusses some advanced features of the game and targets a more
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technical audience.
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I've always loved it when developers keep debugging features in their released
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games, and playing around with those and figuring out what makes the game tick.
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I purposely left some debug features in the game that you can play around with.
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## Debug Features
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Pressing `F3` within the game will draw the **Debug Overlay** on top of the
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screen, displaying details such as the game's frames per second and some
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contextual details like: what is the world index of the pixel below your mouse
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cursor, while you're editing a level? (Details such as this are also seen in
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the status bar at the bottom of the editor screen).
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The game can be launched with certain **Environment Variables** set to add
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some additional debug visuals to the game. Examples:
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```bash
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# Draw a semi-transparent yellow background over all level chunks
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$ DEBUG_CHUNK_COLOR=FFFF0066 ./doodle
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# Set a window size for the application
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# (equivalent to: doodle --window 1024x768)
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$ DOODLE_W=1024 DOODLE_H=768 ./doodle
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# Turn on lots of fun debug features.
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$ DEBUG_CANVAS_LABEL=1 DEBUG_CHUNK_COLOR=FFFF00AA \
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DEBUG_CANVAS_BORDER=FF0 ./doodle
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```
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![Debug features enabled](images/debugging.png)
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Supported variables include:
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* `DOODLE_W` and `DOODLE_H` set the width and height of the application
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window. Equivalent to the `--window` command-line option.
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* `D_SCROLL_SPEED` (int): tune the canvas scrolling speed. Default might
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be around 8 or so.
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* `D_DOODAD_SIZE` (int): default size for newly created doodads
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* `D_SHELL_BG` (color): set the background color of the developer console
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* `D_SHELL_FG` (color): text color for the developer console
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* `D_SHELL_PC` (color): color for the shell prompt text
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* `D_SHELL_LN` (int): set the number of lines of output history the
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console will show. This dictates how 'tall' it rises from the bottom
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of the screen. Large values will cover the entire screen with console
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whenever the shell is open.
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* `D_SHELL_FS` (int): set the font size for the developer shell. Default
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is about 16. This also affects the size of "flashed" text that appears
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at the bottom of the screen.
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* `DEBUG_CHUNK_COLOR` (color): set a background color over each chunk
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of drawing (level or doodad). A solid color will completely block out
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the wallpaper; semitransparent is best.
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* `DEBUG_CANVAS_BORDER` (color): the game will draw an insert colored
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border around every "Canvas" widget (drawing) on the screen. The level
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itself is a Canvas and every individual Doodad or actor in the level is
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its own Canvas.
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* `DEBUG_CANVAS_LABEL` (bool): draws a text label over every Canvas
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widget on the screen, showing its name or Actor ID and some properties,
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such as Level Position (LP) and World Position (WP) of actors within
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a level. LP is their placement in the level file and WP is their
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actual position now (in case it moves).
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## Developer Console
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Pressing the `Enter` key at any time will open the developer console at the
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bottom of the screen (all gameplay logic is paused while the console is open).
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In the console you can type anything from simple commands, to hidden cheat
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codes, to JavaScript commands to operate on some of the game's internal code!
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![Screenshot of the developer console](images/shell.png)
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Pressing `Enter` again without typing a command will close the console.
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## Commands
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At the white **>** prompt you can type a command. Typing `help` will show
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a listing of available commands; typing `help` and then a command name will
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show further usage of that command. For example, `help echo`.
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The answer to your command is "flashed" in blue text at the bottom of the
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screen and the developer console is closed. Pressing `Enter` will re-open the
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console and show the recent history, including the answer to your last command.
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```
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>help echo
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Usage: echo <message>
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Flash a message back to the console
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```
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The following commands are supported:
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* `help`, `help <command>`
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Shows the list of commands, or further help on a specific command.
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* `echo <message>`
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Flashes your custom message on the bottom of the screen.
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* `alert <message>`
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Pop up an alert box modal with a custom message.
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* `new`
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Go to the "New Drawing" screen.
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* `save [filename]`
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Save the current drawing. If the drawing has not been saved
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before, a filename is required, including the `.level` or
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`.doodad` suffix.
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* `edit <filename>`
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Open a file for editing. The filename is a path on disk relative
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to the game's working directory.
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* `play <filename>`
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Open a file for playing. The filename is a path on disk relative
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to the game's working directory. A wrong filename will play a
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new, blank level where Boy just falls to the bottom of the map.
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* `close`
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Close the current level being edited and return to the title screen.
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* `quit`, `exit`
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Close the developer console (an empty command would also work).
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## Cheat Codes
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Typing these messages in the console will toggle various mundane cheat
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codes within the game:
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* `unleash the beast`
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Do not cap the frames per second target of 60, allowing the game
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to run as fast as it's capable of. May or may not actually work.
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* `don't edit and drive`
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While playing a level, this makes the level canvas editable and
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you can draw new pixels by clicking. Note that drawn pixels do not
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"commit" to the level until you release the cursor.
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* `scroll scroll scroll your boat`
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While playing a level, this allows scrolling the level with arrow
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keys as if you're editing it. The camera still keeps the player
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character in view.
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* `import antigravity`
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While playing a level, this turns off gravity for the player
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character. In this state the arrow keys can freely move the
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character in any direction. [Relevant xkcd](https://xkcd.com/353/)
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* `ghost mode`
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Disable collision detection for the player character. This
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will also enable antigravity, otherwise you would fall to the
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bottom of the level.
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* `give all keys`
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Gives all four colored keys to the player.
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* `drop all items`
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Removes all keys and items from the player's inventory.
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## JavaScript Shell
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The developer console also features a JavaScript shell, which exposes
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many of the game's internal data types and functions that can be
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useful when debugging the game, or just fun to see what you can
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break within the game!
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In the developer console, the `eval` or `$` command will run a single
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line of JavaScript code.
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```
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>$ 2 + 2
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4
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>$ d.Flash("This is %s", d.Title())
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This is Project: Doodle v0.4.0-alpha
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```
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The following native objects are exposed to the JavaScript shell:
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* `d` is the master game object.
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* `function RGBA(red, green, blue, alpha uint8)` creates a native
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Color type, each value is range 0 to 255
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* `function Point(x, y int)` creates a native Point type.
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* `function Rect(x, y, w, h int)` creates a native Rect type.
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* `function Tree(ui.Widget)` prints a tree of UI widgets drawn on the
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screen -- if you can find the widgets somewhere under `d`
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```
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>$ RGBA(255, 153, 0, 230).String()
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Color<#ff9900+e6>
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>$ Object.keys(d)
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Debug,Engine,Scene,ConfirmExit,DrawCollisionBox,DrawDebugOverlay,...
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>$ typeof(d.Debug)
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boolean
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>$ typeof(d.Flash)
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function
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>$ d.Flash("Flash a custom message, like the `echo` command")
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undefined
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>$ d.EditDrawing("filename.level")
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```
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It helps if you run Sketchy Maze itself from a command line terminal,
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so you can see its developer console output also on your terminal
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window. Using `Object.keys(d)` will show all the exported functions and
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variables from the internal game state.
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Understanding that my game's [rendering engine](https://git.kirsle.net/go/render) and
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[user interface toolkit](https://git.kirsle.net/go/ui) are open source projects
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you can have fun reconfiguring widgets to change colors or whatever.
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![Screenshot of the JavaScript REPL](images/jsrepl.png)
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