# Debug Console An in-game cheat / inspection toolset. It is gated behind a dev launch flag so it doesn't interfere with normal play, and it's documented here because the game is still in development — testers and players are welcome to use it. ## Enabling it The console is gated behind a dev flag and is completely inert otherwise (the open key does nothing and `G.devMode` is `false`). | Launch | Flag | |---|---| | Packaged Electron app | `MeatSlicer.exe --dev` | | `npm start` | `npm start -- --dev` | | Browser (local server) | `http://localhost:8123/?dev=1` → use **`play-dev.bat`** | | Any browser (persistent) | `localStorage.setItem('meatslicer_dev', '1')` in devtools | Detection lives in `debugEnabled()` (`js/debug.js`). For the packaged app, the `--dev` flag is forwarded into the preload's `process.argv` as `--ms-dev` via `webPreferences.additionalArguments` (`desktop/main.js`), and `desktop/preload.js` exposes it as `window.MSDesktop.dev` (custom app flags aren't guaranteed to reach a renderer's `process.argv` on their own, hence the explicit forward). ## Opening it Press the **backtick `` ` ``** (or `~`) key from **play** or **pause**. The game pauses (its own `G.mode = 'debug'`). `` ` `` / `Esc` / the `[X]` button closes it back to where you came from. Navigate tabs with `←`/`→`, number keys `1-8`, or by clicking the tab tags. ## Run tainting Any **mutating** action sets `G.debugUsed = true`. When tainted: - `gameOver()` skips the `meatslicer_best` best-score write. - The HUD shows a red `[DEBUG]` tag and the game-over screen shows `[ DEBUG RUN — SCORE NOT RECORDED ]`. - The console footer shows `TAINTED`. Read-only tools (the STATS tab, the render visualizers, the FPS counter, pinning) do **not** taint. Taint resets on the next run (`resetRun()`). ## Tabs 1. **PLAYER** — hp/maxHp/shield/level number rows, full-heal, kill, +1 pending levelup, force-open the perk draft, teleport to cursor, +500 score, and three toggles: **God mode** (`hurtPlayer` no-ops), **Infinite ammo** (ammo topped up each frame), **One-shot kill** (`damageEnemy` forces `dmg=1e9`, which still respects Plate Father's plate mitigation). 2. **WEAPONS** — picker over all 16 `WEAPONS`. Equip (old weapon goes to the holster unless it was the Bone Popper), refill ammo, holster current, drop the weapon as a pickup at the cursor, spawn an item pedestal, set ammo. 3. **ITEMS** — picker over all `ITEMS` grouped by rarity, showing current tier. Give +1 (routes through `giveItem`), remove 1 tier, remove all, set to max tier, or set an exact tier. Presets: *one of everything*, *max everything*, *clear build*. 4. **PERKS+ACTIVE** — grant any of the 22 `PERKS` by id, remove a drafted perk, clear all perks. Set / fire an active item from `ACTIVES`. 5. **WORLD** — warp to floor N (`genFloor` + `enterRoom`), next floor, teleport to the boss/item room, clear room, kill all, kill boss, regen floor. Spawn any of the 11 `ENEMY_TYPES` (count + elite flag) or any of the 9 `BOSS_DEFS` by id (uses `spawnBoss(floor, forcedIndex)`), and spawn pickups at cursor. 6. **PRESSURE** — set `G.pressure` (clamped to `PRESSURE_MIN..MAX`), set the dial, and **freeze pressure** (the `applyPressureDelta` helper in `js/state.js` no-ops). Shows live `pressureGainUnits`/`pressureDropUnits`, streak, recent hits, and the Abattoir Engine multiplier. 7. **STATS** *(read-only)* — the full `p.stats` table in two scrollable columns, diff-highlighted against `defaultPlayerStats()`. Plus `powerScore()`, entity counts, FPS, floor/time. 8. **MISC** — timescale (0.25×/1×/4×), freeze + single-frame step, render visualizers (collision circles, arena bounds, enemy HP numbers, hazard/telegraph shapes, magnet radius), set score/kills/streak, trigger game over, and SFX/FX test buttons. The **PIN** toggle keeps the panel open while the world runs live behind it (and shows a compact always-on-top readout when the panel is closed but a visualizer is active). ## How item/perk removal works (stat rebuild) `ITEMS[iid].apply(stats, p)` and `perk.apply(stats, p)` are one-way mutations, so removal isn't a subtraction — it's a rebuild. `debugRebuildStats()` resets `p.stats` to `defaultPlayerStats()`, zeroes `shieldHp`, then re-applies every owned item tier (`p.items[iid]` times, mirroring `giveItem`) and every drafted perk (`p.perks`, tracked by `grantPerk`). Two caveats: - **maxHp-lowering items** (Blood Debt, Butcher's Oath) replay in ownership insertion order, so a rebuild can produce a valid but slightly different maxHp than the original build order. Current hp is snapshotted before and clamped to the new maxHp afterward. - One-time player side effects baked into some `apply` functions (e.g. the immediate heal from Iron Stomach, the immediate shield from Bone Plate / Shield Heart) are re-granted on rebuild. This is intentional and keeps the model simple. ## Architecture Everything lives in `js/debug.js`, loaded after `js/help.js` and before `js/main.js` in `index.html`. It reuses the help manual's canvas UI primitives (`drawPixelPanel`, `drawPixelTag`, `hfont`, `inRect`, `wrapText`) and mirrors its `HELP_PAGES` / `updatePauseHelp` structure with a `DEBUG_PAGES` array. The hooks into core code are intentionally minimal: - `js/state.js` — `debugUsed`/`debugFlags`/debug panel state on `G`, plus the `applyPressureDelta()` helper. - `js/player.js` — `defaultPlayerStats()` factory (extracted from `initPlayer`), `perks: []` field, and the god-mode early-return in `hurtPlayer()`. - `js/perks.js` — one line in `grantPerk()` to record the perk id. - `js/enemies.js` — one line in `damageEnemy()` for OHKO. - `js/rooms.js` — two `applyPressureDelta()` call sites. - `js/bosses.js` — optional `forcedIndex` param on `spawnBoss()`. - `js/main.js` — `G.devMode` in `init()`, the open gesture in `play`/`pause`, the `debug` case in `update()`, timescale in `loop()`, and the `drawDebug`/`drawDebugOverlays`/`drawDebugPin` calls in `draw()`. - `js/hud.js` + `drawGameOver` — the taint markers.