chore: port every print to new debug mode
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70d5fdfd8c
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2e3fd587c0
12 changed files with 30 additions and 22 deletions
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@ -51,7 +51,9 @@ function InputManager:isDown(sourceid, padkey)
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local key = self.data[sourceid].keys[padkey]
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isdown = love.keyboard.isDown(key)
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else
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print("Warning: unsupported input device")
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local type = self.data[sourceid].type or "nil"
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local warnstring = "unsupported input device " .. type .. " for source " .. sourceid
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core.debug:warning("core/input", warnstring)
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end
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return isdown
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@ -95,7 +95,7 @@ function LanguageManager:getTranslationStringList(lang, library)
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if fileinfo ~= nil then
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list = require(_path)
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else
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print("WARNING: file " .. _path .. " do not exists")
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core.debug:warning("core/lang","file " .. _path .. " do not exists")
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end
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return list
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@ -120,7 +120,7 @@ function LanguageManager:translate(library, string)
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if (translation == nil) then
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translation = string
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print("WARNING: no translation path found for " .. string .. " in " .. library)
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core.debug:warning("core/lang", "no translation path found for " .. string .. " in " .. library)
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end
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return translation
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@ -48,7 +48,7 @@ end
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function Animator:update(dt)
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if (self.currentAnimation == "") then
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print("warning: no current animation data")
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core.debug:warning("animator", "no current animation data")
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return 0
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end
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@ -90,7 +90,7 @@ function Assets:batchImport(datafile)
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elseif (asset_type == "sfx") then
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self:importSFX(assets)
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else
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print("Unkown asset type : " .. asset_type)
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core.debug:warning("assets/importer", "unkown asset type " .. asset_type)
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end
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end
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end
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@ -150,7 +150,7 @@ end
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function Scene:getKeys(sourceid)
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if sourceid == nil then
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print("WARNING", "no sourceid detected, will default to 1")
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core.debug:warning("scene", "no sourceid detected, will default to 1")
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end
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local sourceid = sourceid or 1
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@ -163,7 +163,7 @@ end
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function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
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if (self.hitboxes[name] ~= nil) then
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print("ERROR:", "The hitbox " .. name .. " already exists")
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core.debug:warning("actor2D", "the hitbox " .. name .. " already exists")
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else
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local hitbox = Hitbox(self, type, ox, oy, w, h, isSolid)
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self.hitboxes[name] = hitbox
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@ -187,7 +187,7 @@ end
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function Actor3D:addHitbox(name, type, ox, oy, oz, w, h, d, isSolid)
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if (self.hitboxes[name] ~= nil) then
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print("ERROR:", "The hitbox " .. name .. " already exists")
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core.debug:warning("actor3D", "the hitbox " .. name .. " already exists")
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else
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local hitbox = Hitbox(self, type, ox, oy, oz, w, h, d, isSolid)
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self.hitboxes[name] = hitbox
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@ -36,8 +36,8 @@ function MappedBox:new(owner, x, y, z, w, h, d)
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end
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function MappedBox:drawTextureContent()
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print(self.x, self.y, self.z)
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local tx, ty = self.x, self.y - (self.z + self.d)
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core.debug:print("mappedbox", "getting map layers at position " .. tx .. ";" .. ty)
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love.graphics.push()
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love.graphics.origin()
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love.graphics.translate(math.floor(-tx), math.floor(-ty))
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@ -103,11 +103,16 @@ function BaseWorld:initActors( )
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end
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function BaseWorld:newActor(name, x, y, z)
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local debugstring = " at (" .. x .. ";" .. y .. ")."
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core.debug:print("world2D", "adding actor " .. name .. debugstring)
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self.obj.index[name](self, x, y)
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end
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function BaseWorld:newCollision(name, x, y, z, w, h, d)
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print("Creating collision " .. name .. " at position " .. x .. ";" .. y .. ". Size is " .. w .. ";" .. h)
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local debugstringpos = "at (" .. x .. ";" .. y .. ")"
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local debugstringsize = "size is (" .. w .. ";" .. h .. ")"
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local debugstring = " " .. debugstringpos .. ". " .. debugstringsize .. "."
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core.debug:print("world2D", "creating collision " .. name .. debugstring)
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self.obj.collisions[name](self, x, y, w, h)
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end
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@ -47,7 +47,7 @@ end
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function CameraSystem:setMode(mode)
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self.mode = mode
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print("Camera system mode set to " .. mode)
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core.debug:print("camera", "mode is now set to " .. mode)
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return mode
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end
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@ -33,7 +33,8 @@ end
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function StiMap:loadCollisions()
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for k, objectlayer in pairs(self.sti.layers) do
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if self.world:isCollisionIndexed(objectlayer.name) then
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print("DEBUG: loading actors in " .. objectlayer.name .. " collision layer")
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local debugstring = "loading " .. #objectlayer.objects .. " objects in " .. objectlayer.name .. " collision layer"
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core.debug:print("map/sti", debugstring)
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for k, object in pairs(objectlayer.objects) do
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self:newCollision(objectlayer, object)
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end
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@ -45,7 +46,8 @@ end
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function StiMap:loadActors()
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for k, objectlayer in pairs(self.sti.layers) do
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if self.world:isActorIndexed(objectlayer.name) then
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print("DEBUG: loading actors in " .. objectlayer.name .. " actor layer")
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local debugstring = "loading " .. #objectlayer.objects .. " objects in " .. objectlayer.name .. " actor layer"
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core.debug:print("map/sti", debugstring)
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for k, object in pairs(objectlayer.objects) do
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if (object.properties.batchActor) then
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self:batchActor(objectlayer, object)
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@ -61,7 +63,8 @@ end
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function StiMap:loadPlayers()
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for k, objectlayer in pairs(self.sti.layers) do
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if (objectlayer.name == "player") then
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print("DEBUG: loading actors in player layer")
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local debugstring = "loading at most " .. #objectlayer.objects .. " actors in " .. objectlayer.name .. " actor layer"
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core.debug:print("map/sti", debugstring)
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local i = 1
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for k, object in pairs(objectlayer.objects) do
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self:newPlayer(object, i)
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@ -87,7 +90,6 @@ function StiMap:batchActor(objectlayer, object)
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for i=1, cellHor do
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for j=1, cellVert do
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print("DEBUG:", "Setting the world to create actor " .. name)
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self.world:newActor(name, x + (i-1)*gwidth, y + (j-1)*gheight, z)
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end
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end
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@ -102,7 +104,6 @@ function StiMap:newActor(objectlayer, object)
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y = y + z
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end
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print("DEBUG:", "Setting the world to create actor " .. objectlayer.name)
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self.world:newActor(objectlayer.name, object.x, y, z)
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end
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@ -113,12 +114,12 @@ function StiMap:newCollision(objectlayer, object)
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local y = object.y
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if (fromTop) then
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print("create from top, set z and y:", z, y, "=>", z-d, y+z)
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local poschange = z .. ";" .. y .. " => " .. z-d .. ";" .. y+z
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core.debug:print("map/sti", "create from top, set z and y: " .. poschange)
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y = y + z
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z = z - d
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end
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print("DEBUG:", "Setting the world to create collision " .. objectlayer.name)
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self.world:newCollision(objectlayer.name, object.x, y, z, object.width, object.height, d)
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end
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@ -128,10 +129,10 @@ function StiMap:newPlayer(object, i)
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local y = object.y
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if (adaptPosition) then
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core.debug:print("map/sti", "adapting position, set y: " .. y .. " => ", y+z)
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y = y + z
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end
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print("DEBUG:", "Setting the world to create player " .. i)
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self.world:addPlayer(object.x, y, z, i)
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end
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@ -33,10 +33,10 @@ local TRANSLATION_PATH = "datas/languages/"
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-- Initialize and configure the game options
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function OptionsManager:new(controller)
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self.controller = controller
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-- We begin by creating an empty data table before reading the data.
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self.data = {}
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self:read()
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self.controller = controller
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end
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function OptionsManager:reset()
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@ -152,11 +152,11 @@ function OptionsManager:read()
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filepath = self:getFile(true)
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if utils.filesystem.exists("options.data") then
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local loadedDatas = binser.readFile(filepath)
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print("data file found, loading it")
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self.controller.debug:print("core/options", "data file found, loading it")
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self:setData(loadedDatas[1])
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else
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self:reset()
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print("no data file found, reseting data")
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self.controller.debug:print("core/options", "no data file found, reseting data")
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end
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end
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