v1.2.0: redid default keybinds
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@ -41,12 +41,15 @@ public class SPDAction extends GameAction {
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public static final GameAction BACK = GameAction.BACK;
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public static final GameAction BACK = GameAction.BACK;
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//--
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//--
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public static final GameAction HERO_INFO = new SPDAction("hero_info");
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public static final GameAction N = new SPDAction("n");
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public static final GameAction JOURNAL = new SPDAction("journal");
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public static final GameAction W = new SPDAction("w");
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public static final GameAction S = new SPDAction("s");
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public static final GameAction E = new SPDAction("e");
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public static final GameAction NW = new SPDAction("nw");
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public static final GameAction NE = new SPDAction("ne");
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public static final GameAction SW = new SPDAction("sw");
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public static final GameAction SE = new SPDAction("se");
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public static final GameAction WAIT = new SPDAction("wait");
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public static final GameAction WAIT = new SPDAction("wait");
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public static final GameAction SEARCH = new SPDAction("search");
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public static final GameAction REST = new SPDAction("rest");
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public static final GameAction INVENTORY = new SPDAction("inventory");
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public static final GameAction INVENTORY = new SPDAction("inventory");
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public static final GameAction QUICKSLOT_1 = new SPDAction("quickslot_1");
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public static final GameAction QUICKSLOT_1 = new SPDAction("quickslot_1");
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@ -56,36 +59,52 @@ public class SPDAction extends GameAction {
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public static final GameAction QUICKSLOT_5 = new SPDAction("quickslot_5");
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public static final GameAction QUICKSLOT_5 = new SPDAction("quickslot_5");
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public static final GameAction QUICKSLOT_6 = new SPDAction("quickslot_6");
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public static final GameAction QUICKSLOT_6 = new SPDAction("quickslot_6");
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public static final GameAction SEARCH = new SPDAction("search");
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public static final GameAction REST = new SPDAction("rest");
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public static final GameAction TAG_ATTACK = new SPDAction("tag_attack");
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public static final GameAction TAG_ATTACK = new SPDAction("tag_attack");
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public static final GameAction TAG_DANGER = new SPDAction("tag_danger");
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public static final GameAction TAG_DANGER = new SPDAction("tag_danger");
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public static final GameAction TAG_ACTION = new SPDAction("tag_action");
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public static final GameAction TAG_ACTION = new SPDAction("tag_action");
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public static final GameAction TAG_LOOT = new SPDAction("tag_loot");
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public static final GameAction TAG_LOOT = new SPDAction("tag_loot");
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public static final GameAction TAG_RESUME = new SPDAction("tag_resume");
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public static final GameAction TAG_RESUME = new SPDAction("tag_resume");
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public static final GameAction HERO_INFO = new SPDAction("hero_info");
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public static final GameAction JOURNAL = new SPDAction("journal");
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public static final GameAction ZOOM_IN = new SPDAction("zoom_in");
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public static final GameAction ZOOM_IN = new SPDAction("zoom_in");
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public static final GameAction ZOOM_OUT = new SPDAction("zoom_out");
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public static final GameAction ZOOM_OUT = new SPDAction("zoom_out");
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public static final GameAction N = new SPDAction("n");
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public static final GameAction E = new SPDAction("e");
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public static final GameAction S = new SPDAction("s");
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public static final GameAction W = new SPDAction("w");
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public static final GameAction NE = new SPDAction("ne");
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public static final GameAction SE = new SPDAction("se");
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public static final GameAction SW = new SPDAction("sw");
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public static final GameAction NW = new SPDAction("nw");
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private static final LinkedHashMap<Integer, GameAction> defaultBindings = new LinkedHashMap<>();
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private static final LinkedHashMap<Integer, GameAction> defaultBindings = new LinkedHashMap<>();
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static {
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static {
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defaultBindings.put( Input.Keys.ESCAPE, SPDAction.BACK );
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defaultBindings.put( Input.Keys.ESCAPE, SPDAction.BACK );
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defaultBindings.put( Input.Keys.BACKSPACE, SPDAction.BACK );
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defaultBindings.put( Input.Keys.BACKSPACE, SPDAction.BACK );
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defaultBindings.put( Input.Keys.H, SPDAction.HERO_INFO );
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defaultBindings.put( Input.Keys.W, SPDAction.N );
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defaultBindings.put( Input.Keys.J, SPDAction.JOURNAL );
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defaultBindings.put( Input.Keys.A, SPDAction.W );
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defaultBindings.put( Input.Keys.S, SPDAction.S );
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defaultBindings.put( Input.Keys.D, SPDAction.E );
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defaultBindings.put( Input.Keys.Q, SPDAction.NW );
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defaultBindings.put( Input.Keys.E, SPDAction.NE );
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defaultBindings.put( Input.Keys.Z, SPDAction.SW );
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defaultBindings.put( Input.Keys.C, SPDAction.SE );
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defaultBindings.put( Input.Keys.X, SPDAction.WAIT );
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defaultBindings.put( Input.Keys.SPACE, SPDAction.WAIT );
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defaultBindings.put( Input.Keys.NUMPAD_8, SPDAction.N );
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defaultBindings.put( Input.Keys.S, SPDAction.SEARCH );
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defaultBindings.put( Input.Keys.NUMPAD_4, SPDAction.W );
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defaultBindings.put( Input.Keys.Z, SPDAction.REST );
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defaultBindings.put( Input.Keys.NUMPAD_2, SPDAction.S );
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defaultBindings.put( Input.Keys.NUMPAD_6, SPDAction.E );
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defaultBindings.put( Input.Keys.NUMPAD_7, SPDAction.NW );
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defaultBindings.put( Input.Keys.NUMPAD_9, SPDAction.NE );
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defaultBindings.put( Input.Keys.NUMPAD_1, SPDAction.SW );
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defaultBindings.put( Input.Keys.NUMPAD_3, SPDAction.SE );
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defaultBindings.put( Input.Keys.NUMPAD_5, SPDAction.WAIT );
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defaultBindings.put( Input.Keys.UP, SPDAction.N );
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defaultBindings.put( Input.Keys.LEFT, SPDAction.W );
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defaultBindings.put( Input.Keys.DOWN, SPDAction.S );
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defaultBindings.put( Input.Keys.RIGHT, SPDAction.E );
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defaultBindings.put( Input.Keys.T, SPDAction.INVENTORY );
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defaultBindings.put( Input.Keys.I, SPDAction.INVENTORY );
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defaultBindings.put( Input.Keys.I, SPDAction.INVENTORY );
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defaultBindings.put( Input.Keys.NUM_1, SPDAction.QUICKSLOT_1 );
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defaultBindings.put( Input.Keys.NUM_1, SPDAction.QUICKSLOT_1 );
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defaultBindings.put( Input.Keys.NUM_2, SPDAction.QUICKSLOT_2 );
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defaultBindings.put( Input.Keys.NUM_2, SPDAction.QUICKSLOT_2 );
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@ -94,30 +113,23 @@ public class SPDAction extends GameAction {
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defaultBindings.put( Input.Keys.NUM_5, SPDAction.QUICKSLOT_5 );
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defaultBindings.put( Input.Keys.NUM_5, SPDAction.QUICKSLOT_5 );
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defaultBindings.put( Input.Keys.NUM_6, SPDAction.QUICKSLOT_6 );
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defaultBindings.put( Input.Keys.NUM_6, SPDAction.QUICKSLOT_6 );
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defaultBindings.put( Input.Keys.A, SPDAction.TAG_ATTACK );
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defaultBindings.put( Input.Keys.G, SPDAction.SEARCH );
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defaultBindings.put( Input.Keys.B, SPDAction.REST );
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defaultBindings.put( Input.Keys.R, SPDAction.TAG_ATTACK );
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defaultBindings.put( Input.Keys.CONTROL_LEFT, SPDAction.TAG_ATTACK );
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defaultBindings.put( Input.Keys.TAB, SPDAction.TAG_DANGER );
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defaultBindings.put( Input.Keys.TAB, SPDAction.TAG_DANGER );
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defaultBindings.put( Input.Keys.D, SPDAction.TAG_ACTION );
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defaultBindings.put( Input.Keys.F, SPDAction.TAG_ACTION );
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defaultBindings.put( Input.Keys.V, SPDAction.TAG_LOOT );
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defaultBindings.put( Input.Keys.ENTER, SPDAction.TAG_LOOT );
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defaultBindings.put( Input.Keys.ENTER, SPDAction.TAG_LOOT );
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defaultBindings.put( Input.Keys.T, SPDAction.TAG_RESUME );
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defaultBindings.put( Input.Keys.SPACE, SPDAction.TAG_RESUME );
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defaultBindings.put( Input.Keys.H, SPDAction.HERO_INFO );
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defaultBindings.put( Input.Keys.J, SPDAction.JOURNAL );
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defaultBindings.put( Input.Keys.PLUS, SPDAction.ZOOM_IN );
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defaultBindings.put( Input.Keys.PLUS, SPDAction.ZOOM_IN );
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defaultBindings.put( Input.Keys.EQUALS, SPDAction.ZOOM_IN );
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defaultBindings.put( Input.Keys.EQUALS, SPDAction.ZOOM_IN );
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defaultBindings.put( Input.Keys.MINUS, SPDAction.ZOOM_OUT );
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defaultBindings.put( Input.Keys.MINUS, SPDAction.ZOOM_OUT );
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defaultBindings.put( Input.Keys.UP, SPDAction.N );
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defaultBindings.put( Input.Keys.RIGHT, SPDAction.E );
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defaultBindings.put( Input.Keys.DOWN, SPDAction.S );
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defaultBindings.put( Input.Keys.LEFT, SPDAction.W );
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defaultBindings.put( Input.Keys.NUMPAD_5, SPDAction.WAIT );
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defaultBindings.put( Input.Keys.NUMPAD_8, SPDAction.N );
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defaultBindings.put( Input.Keys.NUMPAD_9, SPDAction.NE );
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defaultBindings.put( Input.Keys.NUMPAD_6, SPDAction.E );
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defaultBindings.put( Input.Keys.NUMPAD_3, SPDAction.SE );
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defaultBindings.put( Input.Keys.NUMPAD_2, SPDAction.S );
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defaultBindings.put( Input.Keys.NUMPAD_1, SPDAction.SW );
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defaultBindings.put( Input.Keys.NUMPAD_4, SPDAction.W );
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defaultBindings.put( Input.Keys.NUMPAD_7, SPDAction.NW );
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}
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}
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public static LinkedHashMap<Integer, GameAction> getDefaults() {
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public static LinkedHashMap<Integer, GameAction> getDefaults() {
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@ -195,6 +195,28 @@ public class WelcomeScene extends PixelScene {
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text.setPos((w - text.width()) / 2f, (topRegion + 2) + (textSpace - text.height())/2);
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text.setPos((w - text.width()) / 2f, (topRegion + 2) + (textSpace - text.height())/2);
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add(text);
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add(text);
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if (previousVersion <= 593){
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//TODO translate!
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add(new WndHardNotification(Icons.get(Icons.INFO),
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"Key Bindings",
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"Shattered Pixel Dungeon's default keybindings have changed based on early demo feedback!\n\n" +
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"Here's a quick summary of what's been adjusted:\n" +
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"_-_ The WASD and QEZC keys are now used for movement\n" +
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"_-_ Quickslots now use the number keys\n" +
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"_-_ Several game action bindings have been moved to the right of WASD\n" +
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"_-_ Inventory bags can now be tabbed through with F1-F5\n" +
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"_-_ Other binding (including numpad and arrow keys to move) are unchanged." +
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"Please let me know if these new bindings work well for you, I am open to further adjustments. All keybinds can still be customized via the settings menu.",
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Messages.get(this, "continue"),
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2){
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@Override
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public void hide() {
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super.hide();
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ShatteredPixelDungeon.resetScene();
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}
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});
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}
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}
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}
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private void placeTorch( float x, float y ) {
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private void placeTorch( float x, float y ) {
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