now there are spawn objects! now entity spawns are loaded from level! now entity spawns are saved to level!
112 lines
3.2 KiB
Lua
112 lines
3.2 KiB
Lua
function debugUI()
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love.graphics.setScale()
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local mouse_x, mouse_y = love.mouse.getPosition()
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for _, light in pairs(LoadedObjects.Lights) do
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love.graphics.print(light.pos.x,light.pos.x,light.pos.y)
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love.graphics.print(light.pos.y,light.pos.x,light.pos.y+20)
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love.graphics.print(light.pos.x,light.pos.x,light.pos.y+40)
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end
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love.graphics.print("time: ".. tostring(math.floor(100*game.seconds_since_start)/100) .." fps: "..fps_current, 10*text_size, 0*text_size, 0, text_size)
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love.graphics.print(--[["CPUtime: "..checkCPUTime("total")..", CPU: "..(math.floor(checkCPUTime("get")*10000)/100).."%,]] "memory_usage: "..memory_usage.."kB", 10*text_size, 20*text_size, 0, text_size)
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love.graphics.setColor(1,1,1)
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-- lots of variables
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love.graphics.print("LoadedObjects",10*text_size,40*text_size, 0, text_size)
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local i = 1
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for k, v in pairs(LoadedObjects) do
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if type(v) == "table" then
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love.graphics.print("<"..k.."> ".. #v,10*text_size,(40+(10*i))*text_size, 0, text_size)
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i = i + 1
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end
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end
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love.graphics.setColor(1,0,0)
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end
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function debugColisions()
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love.graphics.setScale(game.scale)
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-- DrawColisionTable()
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LoadedObjects.drawCollisions()
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end
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function debugEntities()
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love.graphics.setScale(game.scale)
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for _, particle in pairs(LoadedObjects.Particles) do
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particle:debug()
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end
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for _, enty in pairs(LoadedObjects.Entities) do
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enty:debug()
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end
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end
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--[[CPUUsage = {}
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function checkCPUTime(action, name)
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if name then
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if action == "start" then
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if CPUUsage.name == nil then CPUUsage.name = {} end
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CPUUsage.name.start = os.clock()
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elseif action == "fin" then
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CPUUsage.name.fin = os.clock()
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CPUUsage.name.use = CPUUsage.name.fin - CPUUsage.name.start
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if CPUUsage.name.total == nil then CPUUsage.name.total = 0 end
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CPUUsage.name.total = CPUUsage.name.total + CPUUsage.name.use
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print(CPUUsage.name.fin.." : "..CPUUsage.name.use.." : "..CPUUsage.name.total)
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elseif action == "get" then
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return CPUUsage.name.use
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elseif action == "total" then
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return CPUUsage.name.total
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else
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return CPUUsage.name.use
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end
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-- Totals
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else
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if action == "get" then
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local currentTotalCPU = 0
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for _, timings in ipairs(CPUUsage) do
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currentTotalCPU = currentTotalCPU + CPUUsage.timings.use
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end
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return currentTotalCPU
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elseif action == "total" then
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local currentTotalCPU = 0
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for _, timings in ipairs(CPUUsage) do
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currentTotalCPU = currentTotalCPU + CPUUsage.timings.total
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end
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return currentTotalCPU
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else
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local currentTotalCPU = 0
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for _, timings in ipairs(CPUUsage) do
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currentTotalCPU = currentTotalCPU + CPUUsage.timings.use
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end
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return currentTotalCPU
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end
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end
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end]]
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function logPrint(string)
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if logging then print(string) end
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logWrite(string)
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end
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function logWrite(string)
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if logging then logFile:write(string.."\n") end
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end
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local frameDebug_lines = {}
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-- used for debug output that will be printed every frame
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function frameDebug(str)
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table.insert(frameDebug_lines, str)
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end
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-- called at the end of each frame, draw everything passed to frameDebug this frame
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function frameDebugFlush()
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local y = 0
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love.graphics.setColor(100, 100, 100, 0.8)
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for _, str in ipairs(frameDebug_lines) do
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love.graphics.print(str, 2, y)
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y = y + 10
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end
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frameDebug_lines = {}
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end
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