A stealth-based 2D platformer where you don't have to kill anyone unless you want to. https://www.semicolin.games
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using System.Diagnostics;
namespace SemiColinGames {
public static class Debug {
struct DebugRect {
public Rectangle Rect;
public Color Color;
public DebugRect(Rectangle rect, Color color) {
Rect = rect;
Color = color;
}
}
struct DebugLine {
public Point Start;
public Point End;
public Color Color;
public DebugLine(Point start, Point end, Color color) {
Start = start;
End = end;
Color = color;
}
}
public static bool Enabled = false;
// This is a LinkedList instead of a List because SetFpsText() adds to its front.
static readonly LinkedList<string> toasts = new LinkedList<string>();
// Lines in excess of MAX_LINES get dropped on the floor.
const int MAX_LINES = 2000;
const int MAX_LINE_VERTICES = MAX_LINES * 2;
static int lineIdx = 0;
static VertexPositionColor[] lineVertices;
static VertexBuffer vertexBuffer;
[Conditional("DEBUG")]
public static void Initialize(GraphicsDevice graphics) {
lineVertices = new VertexPositionColor[MAX_LINE_VERTICES];
vertexBuffer?.Dispose();
vertexBuffer = new VertexBuffer(
graphics, typeof(VertexPositionColor), MAX_LINE_VERTICES, BufferUsage.WriteOnly);
}
[Conditional("DEBUG")]
public static void WriteLine(string s) {
System.Diagnostics.Debug.WriteLine(s);
}
[Conditional("DEBUG")]
public static void WriteLine(string s, params object[] args) {
System.Diagnostics.Debug.WriteLine(s, args);
}
[Conditional("DEBUG")]
public static void Clear(bool paused) {
toasts.Clear();
if (!paused) {
lineIdx = 0;
}
}
[Conditional("DEBUG")]
public static void AddToast(string s) {
toasts.AddLast(s);
}
// FPS text is always displayed as the first toast (if set).
[Conditional("DEBUG")]
public static void SetFpsText(string s) {
toasts.AddFirst(s);
}
[Conditional("DEBUG")]
public static void AddRect(Rectangle rect, Color color) {
AddLine(rect.Left, rect.Top + 1, rect.Right, rect.Top + 1, color);
AddLine(rect.Left + 1, rect.Top + 1, rect.Left + 1, rect.Bottom, color);
AddLine(rect.Right, rect.Top + 1, rect.Right, rect.Bottom, color);
AddLine(rect.Left + 1, rect.Bottom, rect.Right, rect.Bottom, color);
}
[Conditional("DEBUG")]
public static void AddRect(AABB box, Color color) {
Rectangle rect = new Rectangle(
(int) (box.Position.X - box.HalfSize.X), (int) (box.Position.Y - box.HalfSize.Y),
(int) (box.HalfSize.X * 2), (int) (box.HalfSize.Y * 2));
AddRect(rect, color);
}
[Conditional("DEBUG")]
public static void AddPoint(Vector2 v, Color color) {
AddPoint(v.ToPoint(), color);
}
[Conditional("DEBUG")]
public static void AddPoint(Point p, Color color) {
AddLine(p.X, p.Y - 2, p.X, p.Y + 1, color);
AddLine(p.X - 2, p.Y, p.X + 1, p.Y, color);
}
[Conditional("DEBUG")]
public static void AddLine(int p1x, int p1y, int p2x, int p2y, Color color) {
if (lineIdx >= MAX_LINE_VERTICES) {
return;
}
lineVertices[lineIdx] = new VertexPositionColor(new Vector3(p1x, p1y, 0), color);
lineVertices[lineIdx + 1] = new VertexPositionColor(new Vector3(p2x, p2y, 0), color);
lineIdx += 2;
}
[Conditional("DEBUG")]
public static void AddLine(Point start, Point end, Color color) {
AddLine(start.X, start.Y, end.X, end.Y, color);
}
[Conditional("DEBUG")]
public static void AddLine(Vector2 start, Vector2 end, Color color) {
AddLine(start.ToPoint(), end.ToPoint(), color);
}
[Conditional("DEBUG")]
public static void DrawToasts(SpriteBatch spriteBatch) {
if (!Enabled) {
return;
}
// UI should start at least 48px from the left edge of the screen and 27 from the top, as per:
// https://docs.microsoft.com/en-us/windows/uwp/design/devices/designing-for-tv#tv-safe-area
// Can test this on actual Xbox via:
// Settings > Launch Settings > General > TV & Display Options > Resolution > 720p.
int y = 27;
foreach (var toast in toasts) {
spriteBatch.DrawString(Textures.DebugFont, toast, new Vector2(48, y), Color.Teal);
y += 30;
}
}
[Conditional("DEBUG")]
public static void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) {
if (!Enabled) {
return;
}
if (lineIdx == 0) {
return;
}
graphics.SetVertexBuffer(vertexBuffer);
vertexBuffer.SetData(lineVertices);
foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
pass.Apply();
graphics.DrawPrimitives(PrimitiveType.LineList, 0, lineIdx / 2);
}
}
}
}