{"id":64332,"date":"2024-04-13T12:11:16","date_gmt":"2024-04-13T06:41:16","guid":{"rendered":"https:\/\/www.seminarsonly.com\/news\/?p=64332"},"modified":"2024-04-13T21:36:15","modified_gmt":"2024-04-13T16:06:15","slug":"flxg-activate-sw-login-code","status":"publish","type":"post","link":"https:\/\/seminarsonly.com\/news\/flxg-activate-sw-login-code\/","title":{"rendered":"FLXG Activate SW Login Code"},"content":{"rendered":"<h1><span style=\"color: #800000;\">FLXG Activate SW Login Code<\/span><\/h1>\n<p><em><strong>Flixel comes with a fairly powerful debugging overlay. You can open it with one of the default toggle keys (<code>F2<\/code>, ` and \\ with a QWERTY keyboard layout). Note that these are configurable via\u00a0<code>FlxG.debugger.toggleKeys<\/code>. <\/strong><\/em><\/p>\n<p>Alternatively, you can do the same in code via the\u00a0<code>FlxG.debugger.visible<\/code>\u00a0flag.<\/p>\n<p>Note that the debugger does not exist when compiling with\u00a0<code>FLX_NO_DEBUG<\/code>. With the default\u00a0<code>Project.xml<\/code>, this is the case in release mode. On the command line, use the\u00a0<code>-debug<\/code>\u00a0flag to build in debug mode instead (e.g.\u00a0<code>lime test neko -debug<\/code>).<\/p>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/haxeflixel.com\/documentation\/images\/02_handbook\/debugger\/debugger-overlay.png\" alt=\"\" width=\"585\" height=\"439\" \/><\/p>\n<h2 id=\"debug-draw\"><span style=\"color: #800000;\">Debug draw<\/span><\/h2>\n<p><code>FlxG.debugger.drawDebug<\/code>\u00a0can be enabled to display the hitboxes of every\u00a0<code>FlxObject<\/code>\u00a0added to the state (alternatively, press the cube button in the upper right corner of the debugger).<\/p>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/haxeflixel.com\/documentation\/images\/02_handbook\/debugger\/draw-debug.png\" alt=\"\" width=\"533\" height=\"162\" \/><\/p>\n<p>The hitboxes are color-coded based on the collision properties. For\u00a0<code>FlxObject<\/code>\u00a0and\u00a0<code>FlxSprite<\/code>\u00a0this means:<\/p>\n<ul>\n<li>Blue for\u00a0<code>allowCollisions == NONE<\/code><\/li>\n<li>Green for\u00a0<code>immovable<\/code>\u00a0objects<\/li>\n<li>Red otherwise<\/li>\n<\/ul>\n<p>The color is customizable via the\u00a0<code>debugBoundingBoxColor<\/code>\u00a0property.<\/p>\n<p>The behavior of tiles in\u00a0<code>FlxTilemap<\/code>\u00a0is slightly different:<\/p>\n<ul>\n<li>Blue for\u00a0<code>allowCollisions == NONE<\/code><\/li>\n<li>Green for\u00a0<code>allowCollisions == ANY<\/code><\/li>\n<li>Pink for other values of\u00a0<code>allowCollisions<\/code><\/li>\n<\/ul>\n<h2 id=\"the-log-window\"><span style=\"color: #800000;\">The Log Window<\/span><\/h2>\n<p>The log window is used to display traces and can be accessed via\u00a0<code>FlxG.log<\/code>. You can also redirect any\u00a0<code>trace()<\/code>-calls to it with\u00a0<code>FlxG.log.redirectTraces = true;<\/code>. Using it is mostly a matter of preference, some people prefer to have their traces displayed in their IDE of choice (FlashDevelop&#8217;s output panel for example).<\/p>\n<p>Some flixel-internal errors will also be output to the log window.<\/p>\n<h2 id=\"log-styles\"><span style=\"color: #800000;\">Log styles<\/span><\/h2>\n<p>It&#8217;s possible to customize things like text color, size, style or add a prefix by using log styles.\u00a0<code>FlxG.log.warn()<\/code>,\u00a0<code>error()<\/code>\u00a0and\u00a0<code>notice()<\/code>\u00a0use pre-defined log styles.<\/p>\n<p>Here&#8217;s an example of how you could differentiate each trace by the player from others by adding a\u00a0<code>[Player]<\/code>\u00a0prefix and printing it in green:<\/p>\n<pre class=\"highlighted\"><span class=\"mtk5\">var<\/span> <span class=\"mtk13\">playerAction<\/span> <span class=\"mtk17\">=<\/span> <span class=\"mtk5\">new<\/span> <span class=\"mtk11\">LogStyle<\/span><span class=\"mtk1\">(<\/span><span class=\"mtk9\">\"[Player]\"<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk9\">\"00FF40\"<\/span><span class=\"mtk1\">);<\/span>\r\n<span class=\"mtk11\">FlxG<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk13\">log<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk12\">advanced<\/span><span class=\"mtk1\">(<\/span><span class=\"mtk9\">\" Shoot\"<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk13\">playerAction<\/span><span class=\"mtk1\">);<\/span>\r\n<\/pre>\n<h2 id=\"the-watch-window\"><span style=\"color: #800000;\">The Watch Window<\/span><\/h2>\n<p>It&#8217;s very common to use\u00a0<code>trace()<\/code>-calls to output the value of certain variables for debugging. However, this approach doesn&#8217;t scale very well &#8211; at 60 fps, tracing the values of multiple variables results in a flood of messages. Breakpoints-debugging is great to inspect a game&#8217;s internal state, but doesn&#8217;t help when interrupting the execution is not an option, for example when debugging input logic.<\/p>\n<p>This is where the watch window comes into play. It displays the values of variables using reflection. For example, to keep track of the player&#8217;s position:<\/p>\n<pre class=\"highlighted\"><span class=\"mtk11\">FlxG<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk13\">watch<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk12\">add<\/span><span class=\"mtk1\">(<\/span><span class=\"mtk13\">_player<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk9\">\"x\"<\/span><span class=\"mtk1\">);<\/span>\r\n<span class=\"mtk11\">FlxG<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk13\">watch<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk12\">add<\/span><span class=\"mtk1\">(<\/span><span class=\"mtk13\">_player<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk9\">\"y\"<\/span><span class=\"mtk1\">);<\/span>\r\n<\/pre>\n<p>The display string does not have to be the same as the variable&#8217;s name, &#8220;numEnemies&#8221; is much more descriptive than &#8220;length&#8221; in this example:<\/p>\n<pre class=\"highlighted\"><span class=\"mtk11\">FlxG<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk13\">watch<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk12\">add<\/span><span class=\"mtk1\">(<\/span><span class=\"mtk13\">_enemies<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk9\">\"length\"<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk9\">\"numEnemies\"<\/span><span class=\"mtk1\">);<\/span>\r\n<\/pre>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/haxeflixel.com\/documentation\/images\/02_handbook\/debugger\/watch-window.png\" alt=\"\" width=\"207\" height=\"82\" \/><\/p>\n<p>For static variables, you pass the class instead of an object:<\/p>\n<pre class=\"highlighted\"><span class=\"mtk11\">FlxG<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk13\">watch<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk12\">add<\/span><span class=\"mtk1\">(<\/span><span class=\"mtk11\">FlxG<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk9\">\"height\"<\/span><span class=\"mtk1\">);<\/span>\r\n<\/pre>\n<p>It&#8217;s also possible to edit the displayed values by clicking on them, entering a new value in the text field and pressing enter to confirm. This even works with\u00a0<code>FlxPoint<\/code>\u00a0objects.<\/p>\n<p>To remove a watch entry again, simply call\u00a0<code>FlxG.watch.remove(object, variableName)<\/code>.<\/p>\n<h2 id=\"quick-watches\"><span style=\"color: #800000;\">Quick watches<\/span><\/h2>\n<p>Quick watches are a lightweight alternative to a regular watch entry. They don&#8217;t require a variable, they simply store a value for a\u00a0<code>String<\/code>\u00a0name. The following example stores the result of\u00a0<code>FlxG.keys.anyPressed([\"UP\", \"W\"])<\/code>\u00a0under the name\u00a0<code>\"Up key pressed\"<\/code>\u00a0&#8211; this is updated every frame since it happens in\u00a0<code>update()<\/code>.<\/p>\n<pre class=\"highlighted\"><span class=\"mtk5\">override<\/span> <span class=\"mtk5\">public<\/span> <span class=\"mtk5\">function<\/span> <span class=\"mtk12\">update<\/span><span class=\"mtk1\">()<\/span><span class=\"mtk17\">:<\/span><span class=\"mtk11\">Void<\/span>\r\n<span class=\"mtk1\">{<\/span>\r\n    <span class=\"mtk5\">super<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk12\">update<\/span><span class=\"mtk1\">();<\/span>\r\n    <span class=\"mtk11\">FlxG<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk13\">watch<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk12\">addQuick<\/span><span class=\"mtk1\">(<\/span><span class=\"mtk9\">\"Up key pressed\"<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk11\">FlxG<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk13\">keys<\/span><span class=\"mtk1\">.<\/span><span class=\"mtk12\">anyPressed<\/span><span class=\"mtk1\">([<\/span><span class=\"mtk9\">\"UP\"<\/span><span class=\"mtk1\">, <\/span><span class=\"mtk9\">\"W\"<\/span><span class=\"mtk1\">]));<\/span>\r\n<span class=\"mtk1\">}<\/span>\r\n<\/pre>\n<p>To remove a quick watch entry, call\u00a0<code>FlxG.watch.removeQuick(name)<\/code>. Quick watch values can not be modified.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>FLXG Activate SW Login Code Flixel comes with a fairly powerful debugging overlay. You can open it with one of the default toggle keys (F2, ` and \\ with a&hellip;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5868],"tags":[],"class_list":["post-64332","post","type-post","status-publish","format-standard","hentry","category-login"],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v27.2 (Yoast SEO v27.2) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>FLXG Activate SW Login Code - Seminarsonly.com<\/title>\n<meta name=\"description\" content=\"Flixel comes with a fairly powerful debugging overlay. You can open it with one of the default toggle keys (F2, ` and  with a QWERTY keyboard layout). 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