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Running renpy through the editor #115
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The intention was to use Ren'Py to generate the file "game/saves/navigation.json", which is used to identify the symbols. Ping @rdurfee |
Ah I see. Might be nice to document how to run that so the file can be updated when needed? |
That file is updated whenever you launch your game or do a force compile in the launcher. |
Gonna add @renpytom to the discussion to hear his thoughts on this |
I have no problems with this, and I'd be interested in potentially allowing debugging and other features. |
I have done some tests on the way Ren'Py behaves when trying to call the internal When trying to call onto Ren'Py from a shell to execute some of the actions the launcher does (like building, linting, etc.), I have found that:
As for the available commands (in Ren'Py 8.0.3, I have included the description from within the Ren'Py code):
Whew, that's a lot of info, but that's pretty much what I gathered up when analyzing how Ren'Py works when called from a CLI :) |
That's some really great info you've gathered there. That will be very useful! Thanks a lot :) This is something we've put on the backlog for now, but if you're interested feel free to make a pull request |
I see there's already been a PR related to this this, but it appears to require a separate extension to work (at the very least, I get a message that "debug type cmd is not supported" and a button to look for extensions that will support it). The command also doesn't seem to be runnable via Run And Debug despite discussion of that, and also depends on a configuration variable it doesn't actually let the user set. Is this an accurate impression of the state this feature is currently in? I've whipped up some DebugAdapter and TaskProvider implementations that could allow for running, linting, etc. from within VSCode (with the flexibility to define new tasks with different commands/arguments), but I don't want to step on any toes if work's already being done to address the aforementioned issues with the existing run renpy command. |
@midgethetree The MR from a couple weeks ago was supposed to add support for that. Though reading your comment it seems that doesn't work as intended. Currently no one is working on this feature, so feel free to make a contribution to the project. Any help is very appreciated :) |
(already posted the first part on the PR itself but figured more people may see it in this open issue) I have a different error when running the command
Unfortunately, for some reason the setting (below is new content) For now, I use the following:
{
"name": "Renpy: play game (Linux/macOS)",
"type": "f5anything",
"request": "launch",
"command": "renpy.sh project_folder",
} and do the same with .exe for Windows (untested) |
Thanks for taking the time to add a workaround solution. Very much appreciated! 🚀 |
Renpy: Renpy Executable Location shows up in the extension settings for me and I can run Ren'Py with F5, but that's only with the v2.3.6 prerelease that includes my PR (#360). I believe I fixed "Run: Renpy: Run Project" in that PR too, although I personally just use F5 rather than launch Ren'Py through the command palette. |
Edit: As stated in the comments below, it isn't quite supported. I'd like to look into the possibility of running renpy directly from VS Code.
Maybe with some help from the Ren'Py team we could even get debugging to work directly from VSCode.
This would require some back and forth with the Ren'Py team, as I'm not sure if this is something they agree with. This might cause issues because it would require going around the launcher.
So I saw some code that allows renpy to execute directly.How does this work/ what is is for exactly? Might be nice to document it somewhere.
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