local Scene = require "core.modules.scenes" local menu = require "scenes.debug.menu.menu" local DebugMenu = Scene:extend() local panels = require "scenes.debug.menu.infopanel" local battleutils = require "game.utils.battle" local itemutils = require "game.utils.items" function DebugMenu:new() DebugMenu.super.new(self) self.assets:batchImport("scenes.debug.commons.assets") menu.commons.DebugMenu(self, "BaseMenu") menu.commons.SceneWidget(self, "BaseMenu", scenes.title, "Launch Game") self:buildBattleMenu() self:buildOverworldMenu() self:buildSaveMenu() self:buildOtherMenu() menu.commons.SceneWidget(self, "BaseMenu", scenes.options, "Options") menu.ExitWidget(self, "BaseMenu") self.menusystem.menus["BaseMenu"]:finalize() self.menusystem:activate() self.menusystem:switchMenu("BaseMenu") self.panel = panels.Gamedata() end function DebugMenu:buildOverworldMenu() self:addSubMenu("overworld", "BaseMenu", "Overworld") menu.commons.SceneWidget(self, "overworld", scenes.overworld, "Launch Overworld") end function DebugMenu:buildBattleMenu() self:addSubMenu("combat", "BaseMenu", "Battle System") self:addSubMenu("launchBattle", "combat", "Launch Battle") local listCat = battleutils.listCategories() for i,battleCat in ipairs(listCat) do self:addBattles(battleCat) end menu.commons.SceneWidget(self, "combat", scenes.debug.viewers.battleBack, "Background Viewer") menu.commons.SceneWidget(self, "combat", scenes.debug.viewers.choregraphy, "Ennemies' Action Viewer") end function DebugMenu:addBattles(battleCat) local menuName = "b_" .. battleCat self:addSubMenu(menuName, "launchBattle", battleCat) for i,battleName in ipairs(battleutils.getBattleFromCategory(battleCat)) do local data = battleutils.getBattleData(battleCat, battleName) menu.commons.SceneWidget(self, menuName, scenes.cbs, "Launch " .. battleName, data) end end function DebugMenu:buildSaveMenu() self:addSubMenu("save", "BaseMenu", "Save System", panels.Gamedata, nil) self:addSubMenu("characters", "save", "Characters", panels.Gamedata, nil) self:addSubMenu("team", "save", "Team Formation", panels.Team, nil) menu.ChangeLeaderWidget(self, "team") for name, data in pairs(game.characters.list) do self:addCharacterMenu(name, data) menu.AddRemoveWidget(self, "team", data) end self:addInventory() self:addSubMenu("load", "save", "Load Saves") for i=1, game.slotNumber do menu.LoadWidget(self, "load", i) end menu.SaveWidget(self, "save") end function DebugMenu:addCharacterMenu(name, data) self:addSubMenu(name, "characters", data.fullname, panels.Character, data) menu.LevelUpWidget(self, name, data) end function DebugMenu:addInventory() self:addSubMenu("inventory", "save", "Inventory") for i,pocket in ipairs(game.loot.inventory) do self:addSubMenu(pocket.name, "inventory", pocket.fullname) for j, item in ipairs(itemutils.getItemsFromCategory(pocket.name)) do menu.ItemWidget(self, pocket.name, itemutils.getItemData(pocket.name, item)) end end end function DebugMenu:buildOtherMenu() self:addSubMenu("other", "BaseMenu", "Other gameplay") self:addSubMenu("battle", "other", "Sonic Battle Maps") local mapList = require "datas.gamedata.maps.battle" for i, name in ipairs(mapList) do local mapData = require("datas.gamedata.maps.battle." .. name) local trueName = mapData.name menu.commons.SceneWidget(self, "battle", scenes.test, trueName, name) end menu.commons.SceneWidget(self, "other", scenes.test2, "Shadow Shot Maps") end function DebugMenu:update(dt) if (love.keyboard.isDown("space") and (not self.menusystem.isActive)) then self.menusystem:activate() end end function DebugMenu:addSubMenu(submenu, parent, name, panel, panelArgument) local parent = parent or "BaseMenu" self.menusystem.menus[parent]:addSubMenu(submenu, name) if (panel ~= nil) then self.menusystem.menus[submenu]:setPanel(panel, panelArgument) end end function DebugMenu:draw() if (self.menusystem.isActive) then self.assets.fonts["small"]:print("## SONIC RADIANCE - DEBUG MENU ##", 424/2, 8, "center") self.assets.fonts["small"]:print("v" .. game.version, 424 - 8, 240 - 22, "right") self.panel:draw(240, 48) end end return DebugMenu;