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July 4, 2022 13:34
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Frame stepping for DragonRuby
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# Frame stepping for DragonRuby - MIT License - (c) mooff | |
# | |
# 1. Copy to your_game/lib/framestep.rb (and require it) | |
# 2. Add "return if FrameStep.tick" to your tick method | |
# 3. Press Ctrl-/ in-game to activate, then / to advance | |
# | |
# Version 1.1 | |
# - Keep GTK tick count in step when frozen | |
module FrameStep | |
SCREENSHOT_PATH = 'freeze-frame.png' | |
class << self | |
attr_accessor :step | |
def toggle? | |
$inputs.keyboard.control && $inputs.keyboard.key_down.forward_slash | |
end | |
def advance? | |
$inputs.keyboard.key_down.forward_slash | |
end | |
def tick | |
if toggle? | |
@step = @step ? nil : 0 | |
@did_cap = false | |
$inputs.clear | |
puts "(FrameStep) #{@step ? 'Enter' : 'Leave'}" | |
end | |
if @step | |
if advance? | |
@step += 1 | |
@did_cap = false | |
puts "(FrameStep) Advance: #{@step}" | |
else | |
Kernel.tick_count -= 1 | |
end | |
if !@did_cap | |
@did_cap = true | |
$outputs.screenshots << { x: 0, y: 0, w: $grid.w, h: $grid.h, path: SCREENSHOT_PATH } | |
$gtk.reset_sprite SCREENSHOT_PATH | |
return false | |
end | |
$outputs.sprites << [0, 0, $grid.w, $grid.h, SCREENSHOT_PATH] | |
return true | |
else | |
return false | |
end | |
end | |
end | |
end |
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def tick(args) | |
return if FrameStep.tick | |
update_state | |
render_game | |
end |
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def tick(args) | |
if $gtk.development? | |
render_cool_debug_overlay | |
return if FrameStep.tick | |
end | |
update | |
render | |
end | |
# Custom activation | |
def FrameStep.toggle? | |
$inputs.keyboard.key_down.home | |
end | |
def FrameStep.advance? | |
$inputs.keyboard.key_down.end | |
end |
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