Hide the debug fly and level skip behind a 房★主★有★神★器★ easter-egg panel

cheat_panel replaces the level_skip autoload: a single small button in the top-right opens a panel holding the fly toggle and the level jump buttons, so nothing that looks like leftover debug UI is on screen. The fly is no longer gated behind OS.is_debug_build, so the easter egg works in exported builds too, and the 1/2/3 shortcuts only fire while the panel is open so they cannot be hit by accident. Space stays unbound and no gameplay content was touched.
This commit is contained in:
2026-10-07 23:10:41 +08:00
parent 44e4c3a751
commit f549c03533
8 changed files with 208 additions and 100 deletions
+10 -5
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@@ -18,12 +18,12 @@
| 按键 | 作用 |
|---|---|
| `A` / `D` | 左右移动 |
| `空格` | 跳跃(单段,空中不能二段跳) |
| `空格` | (当前已停用,输入映射里的 `jump` 键位为空) |
| `S` 按住 | 显示投掷抛物线预览 |
| `S` 松开 | 投出钥匙 |
| `W` | 传送到扔出去的钥匙位置,并把它捡回来 |
| `Z` | 消耗一个回血道具:回一颗心 + 5 秒无敌盾 |
| `F` | 切换飞行(**仅编辑器 / 调试版可用**,见下方说明) |
| `F` | 切换飞行(**隐藏技能**,藏在右上角「房★主★有★神★器★」面板里,见下方说明) |
| `R` / `Enter` | 死亡后重新开始 |
---
@@ -49,6 +49,9 @@
- **重力**:`get_gravity()`,只在 `not is_on_floor()` 时累加到 `velocity.y`
- **水平移动**:`Input.get_axis("move_left", "move_right")` 取方向,用 `move_toward()` 做加速 / 减速插值,手感比直接赋值柔和
- **跳跃**:`Input.is_action_just_pressed("jump")` 配合 `is_on_floor()`,因此**只有踩在地面上才能起跳**,天然不会二段跳
- ⚠️ 目前输入映射里的 `jump` **没有绑定任何按键**(空格被空置了),所以这段代码暂时不会触发。
想恢复:`项目 → 项目设置 → 输入映射 → jump → 添加按键 → 空格`,或者把 `project.godot` 里
`jump` 的 `"events"` 改回 `[Object(InputEventKey, ... "physical_keycode":32 ...)]`。
- **朝向**:根据 `velocity.x` 的正负翻转 `Sprite2D.flip_h`
### ② 瓦片地图
@@ -92,10 +95,12 @@
- 按 `W`:瞬移到钥匙所在位置并收回它
- 因为预测和实际飞行调用的是**同一个 `simulate_trajectory()` 函数**,"弧线显示能落到的地方"就等于"钥匙真正落到的地方"(实测偏差 0.000 px)
**技能 B —— 飞行**(`player_controller.gd`)
**技能 B —— 飞行(隐藏技能)**(`player_controller.gd`)
- 按 `F` 切换飞行状态,`W` / `S` 控制升降,`A` / `D` 平移
- 为了不影响正式玩法的难度平衡,**只在编辑器 / 调试版生效**(`OS.is_debug_build()`),导出正式版按键无效
- 按 `F` 切换飞行状态,方向键 ↑ / ↓ 控制升降(`S` 也可以下降),`A` / `D` 平移
- 屏幕上不会有任何提示,它是藏在右上角 **「房★主★有★神★器★」** 按钮里的彩蛋:
点开面板就能看到飞行开关和跳关按钮(键盘 `1` / `2` / `3` 跳关,`Esc` 关闭面板)
- 这个面板由自动加载单例 `scripts/cheat_panel.gd` 提供,**三个关卡都有,正式版里也能用**
- 如果想在导出版里也开放,把 `fly_available()` 里的 `OS.is_debug_build()` 去掉即可:
```gdscript
func fly_available() -> bool:
+2 -3
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@@ -17,7 +17,7 @@ config/icon="res://icon.svg"
[autoload]
LevelSkip="*res://scenes/level_skip.tscn"
CheatPanel="*res://scenes/cheat_panel.tscn"
[display]
@@ -45,8 +45,7 @@ move_right={
}
jump={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
"events": []
}
warp_to_key={
"deadzone": 0.2,
+77
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@@ -0,0 +1,77 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://scripts/cheat_panel.gd" id="1_cheat"]
[sub_resource type="SystemFont" id="SystemFont_cjk"]
font_names = PackedStringArray("Microsoft YaHei UI", "Microsoft YaHei", "SimHei", "Noto Sans CJK SC", "sans-serif")
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_panel"]
content_margin_left = 10.0
content_margin_top = 10.0
content_margin_right = 10.0
content_margin_bottom = 10.0
bg_color = Color(0.07, 0.08, 0.13, 0.92)
border_width_left = 2
border_width_top = 2
border_width_right = 2
border_width_bottom = 2
border_color = Color(1, 0.82, 0.35, 0.85)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[node name="CheatPanel" type="CanvasLayer"]
process_mode = 3
layer = 40
script = ExtResource("1_cheat")
[node name="OpenButton" type="Button" parent="."]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -178.0
offset_top = 6.0
offset_right = -6.0
offset_bottom = 28.0
theme_override_colors/font_color = Color(1, 0.88, 0.5, 1)
theme_override_fonts/font = SubResource("SystemFont_cjk")
theme_override_font_sizes/font_size = 11
text = "房★主★有★神★器★"
[node name="Panel" type="PanelContainer" parent="."]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -178.0
offset_top = 32.0
offset_right = -6.0
offset_bottom = 168.0
theme_override_styles/panel = SubResource("StyleBoxFlat_panel")
[node name="VBox" type="VBoxContainer" parent="Panel"]
theme_override_constants/separation = 6
[node name="Title" type="Label" parent="Panel/VBox"]
theme_override_colors/font_color = Color(1, 0.85, 0.4, 1)
theme_override_fonts/font = SubResource("SystemFont_cjk")
theme_override_font_sizes/font_size = 12
text = "神 器"
horizontal_alignment = 1
[node name="FlyButton" type="Button" parent="Panel/VBox"]
theme_override_fonts/font = SubResource("SystemFont_cjk")
theme_override_font_sizes/font_size = 11
text = "飞行:关(F)"
[node name="Row" type="HBoxContainer" parent="Panel/VBox"]
theme_override_constants/separation = 5
[node name="JumpHint" type="Label" parent="Panel/VBox/Row"]
theme_override_fonts/font = SubResource("SystemFont_cjk")
theme_override_font_sizes/font_size = 11
text = "跳关"
vertical_alignment = 1
[node name="CloseButton" type="Button" parent="Panel/VBox"]
theme_override_fonts/font = SubResource("SystemFont_cjk")
theme_override_font_sizes/font_size = 11
text = "关闭(Esc)"
+1 -1
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@@ -226,7 +226,7 @@ position = Vector2(288, 37)
[node name="CoinGoldRound_01" parent="Level/PrefabInstances/Collectibles" unique_id=926105584 instance=ExtResource("17_16ffm")]
z_index = 5
position = Vector2(447, 130)
position = Vector2(432, 127)
[node name="CoinGoldRound_02" parent="Level/PrefabInstances/Collectibles" unique_id=1674416025 instance=ExtResource("17_16ffm")]
z_index = 5
-29
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@@ -1,29 +0,0 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scripts/level_skip.gd" id="1_skip"]
[sub_resource type="SystemFont" id="SystemFont_cjk"]
font_names = PackedStringArray("Microsoft YaHei UI", "Microsoft YaHei", "SimHei", "Noto Sans CJK SC", "sans-serif")
[node name="LevelSkip" type="CanvasLayer"]
process_mode = 3
layer = 30
script = ExtResource("1_skip")
[node name="Buttons" type="HBoxContainer" parent="."]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -130.0
offset_top = 6.0
offset_right = -6.0
offset_bottom = 32.0
theme_override_constants/separation = 4
[node name="Hint" type="Label" parent="Buttons"]
theme_override_colors/font_color = Color(1, 1, 1, 0.85)
theme_override_colors/font_outline_color = Color(0, 0, 0, 0.8)
theme_override_constants/outline_size = 3
theme_override_fonts/font = SubResource("SystemFont_cjk")
theme_override_font_sizes/font_size = 11
text = "跳关"
vertical_alignment = 1
+111
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@@ -0,0 +1,111 @@
extends CanvasLayer
## 「房★主★有★神★器★」:把两个调试功能(飞行 / 跳关)藏在一个彩蛋按钮里。
##
## 平时屏幕上只有右上角一个小小的「房★主★有★神★器★」按钮,
## 点一下才弹出面板,里面是飞行开关和跳关按钮。
## 面板打开时键盘 1/2/3 也能跳关,Esc 或再点一次按钮关闭。
## 正式版里也能用(这是刻意留的彩蛋,不是调试残留)。
@export var levels: Array[String] = [
"res://scenes/main.tscn",
"res://scenes/level2.tscn",
"res://scenes/level3.tscn",
]
## 是否显示那个彩蛋按钮(关掉的话就只能靠别的方式打开面板了)
@export var show_button: bool = true
var _panel: Control = null
var _open_button: Button = null
var _fly_button: Button = null
var _player: Node = null
var _open: bool = false
func _ready() -> void:
visible = true
_panel = get_node_or_null("Panel")
_open_button = get_node_or_null("OpenButton")
_fly_button = get_node_or_null("Panel/VBox/FlyButton")
if _open_button != null:
_open_button.visible = show_button
_open_button.pressed.connect(toggle_panel)
var close := get_node_or_null("Panel/VBox/CloseButton")
if close != null:
close.pressed.connect(toggle_panel)
if _fly_button != null:
_fly_button.pressed.connect(toggle_fly)
var row := get_node_or_null("Panel/VBox/Row")
if row != null:
var index := 1
for path in levels:
var btn := Button.new()
btn.text = str(index)
btn.custom_minimum_size = Vector2(26.0, 24.0)
btn.focus_mode = Control.FOCUS_NONE
btn.add_theme_font_size_override("font_size", 12)
btn.pressed.connect(jump_to.bind(path))
row.add_child(btn)
index += 1
if _panel != null:
_panel.visible = false
func _process(_delta: float) -> void:
if _fly_button == null:
return
if _player == null or not is_instance_valid(_player):
_player = get_tree().get_first_node_in_group("player")
if _player == null:
_fly_button.text = "飞行(F)"
return
_fly_button.text = "飞行:开(F)" if bool(_player.flying) else "飞行:关(F)"
func _unhandled_input(event: InputEvent) -> void:
if not _open:
return
var key := event as InputEventKey
if key == null or not key.pressed or key.echo:
return
if key.physical_keycode == KEY_ESCAPE:
toggle_panel()
return
var n := 0
match key.physical_keycode:
KEY_1:
n = 1
KEY_2:
n = 2
KEY_3:
n = 3
KEY_4:
n = 4
KEY_5:
n = 5
if n >= 1 and n <= levels.size():
jump_to(levels[n - 1])
func toggle_panel() -> void:
_open = not _open
if _panel != null:
_panel.visible = _open
func toggle_fly() -> void:
if _player == null or not is_instance_valid(_player):
_player = get_tree().get_first_node_in_group("player")
if _player == null or not _player.has_method("set_flying"):
return
_player.set_flying(not bool(_player.flying))
func jump_to(path: String) -> void:
get_tree().paused = false
get_tree().change_scene_to_file(path)
-59
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@@ -1,59 +0,0 @@
extends CanvasLayer
## 测试用跳关:右上角一排数字按钮,点一下直接跳到对应关卡;
## 键盘上按 1 / 2 / 3 也一样。
## 只在编辑器 / 调试版里显示,导出的正式版会自动隐藏(和飞行一个规矩)。
@export var levels: Array[String] = [
"res://scenes/main.tscn",
"res://scenes/level2.tscn",
"res://scenes/level3.tscn",
]
## 强制在正式版里也显示(一般别开)
@export var always_show: bool = false
func _ready() -> void:
visible = always_show or OS.is_debug_build()
if not visible:
set_process_unhandled_input(false)
return
var box := get_node_or_null("Buttons")
if box == null:
return
var index := 1
for path in levels:
var btn := Button.new()
btn.text = str(index)
btn.custom_minimum_size = Vector2(24.0, 24.0)
btn.focus_mode = Control.FOCUS_NONE
btn.add_theme_font_size_override("font_size", 12)
btn.pressed.connect(jump_to.bind(path))
box.add_child(btn)
index += 1
func _unhandled_input(event: InputEvent) -> void:
var key := event as InputEventKey
if key == null or not key.pressed or key.echo:
return
var n := 0
match key.physical_keycode:
KEY_1, KEY_KP_1:
n = 1
KEY_2, KEY_KP_2:
n = 2
KEY_3, KEY_KP_3:
n = 3
KEY_4, KEY_KP_4:
n = 4
KEY_5, KEY_KP_5:
n = 5
if n >= 1 and n <= levels.size():
jump_to(levels[n - 1])
func jump_to(path: String) -> void:
get_tree().paused = false
get_tree().change_scene_to_file(path)
+7 -3
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@@ -357,7 +357,8 @@ func _build_throw_visuals() -> void:
# ---------------------------------------------------------------- 测试用飞行
func fly_available() -> bool:
return debug_fly and OS.is_debug_build()
# 这是藏在「房★主★有★神★器★」面板里的隐藏技能,正式版里也能用
return debug_fly
func set_flying(on: bool) -> void:
@@ -368,10 +369,13 @@ func set_flying(on: bool) -> void:
func handle_fly_movement() -> void:
# get_axis(负方向, 正方向),屏幕坐标里 y 向下为正,所以空格(跳跃)要放在负方向
# 跳跃键已经停用了,所以调试飞行改用方向键上下(S 也保留作下降)来控制升降
var vertical := Input.get_axis("ui_up", "ui_down")
if is_zero_approx(vertical) and Input.is_action_pressed("squat"):
vertical = 1.0
var direction := Vector2(
Input.get_axis("move_left", "move_right"),
Input.get_axis("jump", "squat")
vertical
)
if direction == Vector2.ZERO:
velocity = Vector2.ZERO