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
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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)