I am not convinced the sprite is very good. This could help the player learn what pulls were considered before proposing the ones that would occur if the player pulled the tongue. Or it's just visual noise that sucks. Anyway, this correctly captures what the blocked considered moves were, and we can decide whether to use it or not.
Disabling writes during "wipe" and "first load" is not quite semantically what we want, it's writes during read we want to block. This happens because turning the music on or off tries to save the state, and it's easier to just ignore that persistence request than to rework the music code so it doesn't. "wipe" and "first load" are when we're actually reading (and enacting) state, but it's the act of reading rather than those two acts that should block writes.
It is also unwilling to write until it's done its first read, which I think is a feature; it makes it harder to accidentally blank out the player's data.
Saves the music flag, the last level the player played, and the furthest level reached. Loads music flag on launch. Title screen starts on most recent level played; when in "release configuration" the title screen will only let the player pick levels up to the maximum reached through gameplay, but right now this is replaced with the 31.
Save file can be wiped by holding the down arrow at the title screen.
Debug mouse is now its own module, so it can be separated from the hint system, since it is useful for more than just positioning hints. It now has the following enhancements:
1. Clock-based table cyclng now has a helper function (cycle)
2. Debug mouse color cycling is distinct from hint color cycling, so debug position readout remains legible
3. Debug position readout now stays on screen even when the cursor is near or past the edges
4. Debug cursor cycles between a mouse sprite specifically marking the exact pixel that is being sampled, an "X" for text character sizing, and a "□" for positioning the centered 3x3 characters often used as hint target markers
5. Map cell coordinates (in square brackets) are displayed in addition to pixel coordnates (in parentheses)
Sprite 50 is now the mouse cursor. Color 15 is color cycling for debug readouts.
Debug mouse features can be disabled by commenting out `add(real_modules, debugmouse)`.
I've done a little bit of golfing but this is stiill a token expense. I'm going to write a crappy sprintf function to save tokens everywhere we're assembling strings from their component parts.
Simplify debug info display.
Save tokens by omitting parentheses and map coordinates. Adjust location to match.
Instead of cycling between symbols, the cursor shape can be chosen by using left, right, or both mouse buttons.
Reviewed-on: pyrex/chameleonic#20
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
most hints need to be 2 lines due to limited space.
Reviewed-on: pyrex/chameleonic#19
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Test hints now both display on level 0
Allows testing progressive display of more hints.
Code review feedback, debug mode
Reviewed-on: pyrex/chameleonic#18
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>