v1.2.0: reworked default keybinds again
This commit is contained in:
parent
3bc9506eaa
commit
ccfb7ddfad
|
@ -100,7 +100,7 @@ windows.wndkeybindings.menu=Menu
|
|||
windows.wndkeybindings.hero_info=Hero Info
|
||||
windows.wndkeybindings.journal=Journal
|
||||
windows.wndkeybindings.wait=Wait
|
||||
windows.wndkeybindings.search=Search
|
||||
windows.wndkeybindings.examine=Examine
|
||||
windows.wndkeybindings.rest=Rest
|
||||
windows.wndkeybindings.inventory=Inventory
|
||||
windows.wndkeybindings.quickslot_1=Quickslot 1
|
||||
|
|
|
@ -41,44 +41,44 @@ public class SPDAction extends GameAction {
|
|||
public static final GameAction BACK = GameAction.BACK;
|
||||
//--
|
||||
|
||||
public static final GameAction N = new SPDAction("n");
|
||||
public static final GameAction W = new SPDAction("w");
|
||||
public static final GameAction S = new SPDAction("s");
|
||||
public static final GameAction E = new SPDAction("e");
|
||||
public static final GameAction NW = new SPDAction("nw");
|
||||
public static final GameAction NE = new SPDAction("ne");
|
||||
public static final GameAction SW = new SPDAction("sw");
|
||||
public static final GameAction SE = new SPDAction("se");
|
||||
public static final GameAction WAIT = new SPDAction("wait");
|
||||
public static final GameAction N = new SPDAction("n");
|
||||
public static final GameAction W = new SPDAction("w");
|
||||
public static final GameAction S = new SPDAction("s");
|
||||
public static final GameAction E = new SPDAction("e");
|
||||
public static final GameAction NW = new SPDAction("nw");
|
||||
public static final GameAction NE = new SPDAction("ne");
|
||||
public static final GameAction SW = new SPDAction("sw");
|
||||
public static final GameAction SE = new SPDAction("se");
|
||||
public static final GameAction WAIT = new SPDAction("wait");
|
||||
|
||||
public static final GameAction INVENTORY = new SPDAction("inventory");
|
||||
public static final GameAction QUICKSLOT_1 = new SPDAction("quickslot_1");
|
||||
public static final GameAction QUICKSLOT_2 = new SPDAction("quickslot_2");
|
||||
public static final GameAction QUICKSLOT_3 = new SPDAction("quickslot_3");
|
||||
public static final GameAction QUICKSLOT_4 = new SPDAction("quickslot_4");
|
||||
public static final GameAction QUICKSLOT_5 = new SPDAction("quickslot_5");
|
||||
public static final GameAction QUICKSLOT_6 = new SPDAction("quickslot_6");
|
||||
public static final GameAction INVENTORY = new SPDAction("inventory");
|
||||
public static final GameAction QUICKSLOT_1 = new SPDAction("quickslot_1");
|
||||
public static final GameAction QUICKSLOT_2 = new SPDAction("quickslot_2");
|
||||
public static final GameAction QUICKSLOT_3 = new SPDAction("quickslot_3");
|
||||
public static final GameAction QUICKSLOT_4 = new SPDAction("quickslot_4");
|
||||
public static final GameAction QUICKSLOT_5 = new SPDAction("quickslot_5");
|
||||
public static final GameAction QUICKSLOT_6 = new SPDAction("quickslot_6");
|
||||
|
||||
public static final GameAction BAG_1 = new SPDAction("bag_1");
|
||||
public static final GameAction BAG_2 = new SPDAction("bag_2");
|
||||
public static final GameAction BAG_3 = new SPDAction("bag_3");
|
||||
public static final GameAction BAG_4 = new SPDAction("bag_4");
|
||||
public static final GameAction BAG_5 = new SPDAction("bag_5");
|
||||
public static final GameAction BAG_1 = new SPDAction("bag_1");
|
||||
public static final GameAction BAG_2 = new SPDAction("bag_2");
|
||||
public static final GameAction BAG_3 = new SPDAction("bag_3");
|
||||
public static final GameAction BAG_4 = new SPDAction("bag_4");
|
||||
public static final GameAction BAG_5 = new SPDAction("bag_5");
|
||||
|
||||
public static final GameAction SEARCH = new SPDAction("search");
|
||||
public static final GameAction REST = new SPDAction("rest");
|
||||
public static final GameAction EXAMINE = new SPDAction("examine");
|
||||
public static final GameAction REST = new SPDAction("rest");
|
||||
|
||||
public static final GameAction TAG_ATTACK = new SPDAction("tag_attack");
|
||||
public static final GameAction TAG_DANGER = new SPDAction("tag_danger");
|
||||
public static final GameAction TAG_ACTION = new SPDAction("tag_action");
|
||||
public static final GameAction TAG_LOOT = new SPDAction("tag_loot");
|
||||
public static final GameAction TAG_RESUME = new SPDAction("tag_resume");
|
||||
public static final GameAction TAG_ATTACK = new SPDAction("tag_attack");
|
||||
public static final GameAction TAG_DANGER = new SPDAction("tag_danger");
|
||||
public static final GameAction TAG_ACTION = new SPDAction("tag_action");
|
||||
public static final GameAction TAG_LOOT = new SPDAction("tag_loot");
|
||||
public static final GameAction TAG_RESUME = new SPDAction("tag_resume");
|
||||
|
||||
public static final GameAction HERO_INFO = new SPDAction("hero_info");
|
||||
public static final GameAction JOURNAL = new SPDAction("journal");
|
||||
public static final GameAction HERO_INFO = new SPDAction("hero_info");
|
||||
public static final GameAction JOURNAL = new SPDAction("journal");
|
||||
|
||||
public static final GameAction ZOOM_IN = new SPDAction("zoom_in");
|
||||
public static final GameAction ZOOM_OUT = new SPDAction("zoom_out");
|
||||
public static final GameAction ZOOM_IN = new SPDAction("zoom_in");
|
||||
public static final GameAction ZOOM_OUT = new SPDAction("zoom_out");
|
||||
|
||||
private static final LinkedHashMap<Integer, GameAction> defaultBindings = new LinkedHashMap<>();
|
||||
static {
|
||||
|
@ -87,13 +87,14 @@ public class SPDAction extends GameAction {
|
|||
|
||||
defaultBindings.put( Input.Keys.W, SPDAction.N );
|
||||
defaultBindings.put( Input.Keys.A, SPDAction.W );
|
||||
defaultBindings.put( Input.Keys.X, SPDAction.S );
|
||||
defaultBindings.put( Input.Keys.S, SPDAction.S );
|
||||
defaultBindings.put( Input.Keys.D, SPDAction.E );
|
||||
defaultBindings.put( Input.Keys.Q, SPDAction.NW );
|
||||
defaultBindings.put( Input.Keys.E, SPDAction.NE );
|
||||
defaultBindings.put( Input.Keys.Z, SPDAction.SW );
|
||||
defaultBindings.put( Input.Keys.C, SPDAction.SE );
|
||||
defaultBindings.put( Input.Keys.S, SPDAction.WAIT );
|
||||
defaultBindings.put( Input.Keys.SPACE, SPDAction.WAIT );
|
||||
|
||||
defaultBindings.put( Input.Keys.UP, SPDAction.N );
|
||||
defaultBindings.put( Input.Keys.LEFT, SPDAction.W );
|
||||
defaultBindings.put( Input.Keys.DOWN, SPDAction.S );
|
||||
defaultBindings.put( Input.Keys.RIGHT, SPDAction.E );
|
||||
|
||||
defaultBindings.put( Input.Keys.NUMPAD_8, SPDAction.N );
|
||||
defaultBindings.put( Input.Keys.NUMPAD_4, SPDAction.W );
|
||||
|
@ -105,12 +106,7 @@ public class SPDAction extends GameAction {
|
|||
defaultBindings.put( Input.Keys.NUMPAD_3, SPDAction.SE );
|
||||
defaultBindings.put( Input.Keys.NUMPAD_5, SPDAction.WAIT );
|
||||
|
||||
defaultBindings.put( Input.Keys.UP, SPDAction.N );
|
||||
defaultBindings.put( Input.Keys.LEFT, SPDAction.W );
|
||||
defaultBindings.put( Input.Keys.DOWN, SPDAction.S );
|
||||
defaultBindings.put( Input.Keys.RIGHT, SPDAction.E );
|
||||
|
||||
defaultBindings.put( Input.Keys.T, SPDAction.INVENTORY );
|
||||
defaultBindings.put( Input.Keys.F, SPDAction.INVENTORY );
|
||||
defaultBindings.put( Input.Keys.I, SPDAction.INVENTORY );
|
||||
defaultBindings.put( Input.Keys.NUM_1, SPDAction.QUICKSLOT_1 );
|
||||
defaultBindings.put( Input.Keys.NUM_2, SPDAction.QUICKSLOT_2 );
|
||||
|
@ -125,16 +121,15 @@ public class SPDAction extends GameAction {
|
|||
defaultBindings.put( Input.Keys.F4, SPDAction.BAG_4 );
|
||||
defaultBindings.put( Input.Keys.F5, SPDAction.BAG_5 );
|
||||
|
||||
defaultBindings.put( Input.Keys.G, SPDAction.SEARCH );
|
||||
defaultBindings.put( Input.Keys.B, SPDAction.REST );
|
||||
defaultBindings.put( Input.Keys.E, SPDAction.EXAMINE );
|
||||
defaultBindings.put( Input.Keys.Z, SPDAction.REST );
|
||||
|
||||
defaultBindings.put( Input.Keys.R, SPDAction.TAG_ATTACK );
|
||||
defaultBindings.put( Input.Keys.CONTROL_LEFT, SPDAction.TAG_ATTACK );
|
||||
defaultBindings.put( Input.Keys.Q, SPDAction.TAG_ATTACK );
|
||||
defaultBindings.put( Input.Keys.TAB, SPDAction.TAG_DANGER );
|
||||
defaultBindings.put( Input.Keys.F, SPDAction.TAG_ACTION );
|
||||
defaultBindings.put( Input.Keys.V, SPDAction.TAG_LOOT );
|
||||
defaultBindings.put( Input.Keys.X, SPDAction.TAG_ACTION );
|
||||
defaultBindings.put( Input.Keys.C, SPDAction.TAG_LOOT );
|
||||
defaultBindings.put( Input.Keys.ENTER, SPDAction.TAG_LOOT );
|
||||
defaultBindings.put( Input.Keys.SPACE, SPDAction.TAG_RESUME );
|
||||
defaultBindings.put( Input.Keys.R, SPDAction.TAG_RESUME );
|
||||
|
||||
defaultBindings.put( Input.Keys.H, SPDAction.HERO_INFO );
|
||||
defaultBindings.put( Input.Keys.J, SPDAction.JOURNAL );
|
||||
|
|
|
@ -195,20 +195,21 @@ public class WelcomeScene extends PixelScene {
|
|||
text.setPos((w - text.width()) / 2f, (topRegion + 2) + (textSpace - text.height())/2);
|
||||
add(text);
|
||||
|
||||
if (previousVersion <= 593){
|
||||
if (previousVersion <= 594){
|
||||
//TODO translate!
|
||||
add(new WndHardNotification(Icons.get(Icons.INFO),
|
||||
"Key Bindings",
|
||||
"Shattered Pixel Dungeon's default keybindings have changed based on early demo feedback!\n\n" +
|
||||
"Here's a quick summary of what's been adjusted:\n" +
|
||||
"_-_ The WAXD and QEZC keys are now used for movement, S is used for waiting\n" +
|
||||
"_-_ Quickslots now use the number keys\n" +
|
||||
"_-_ Several game action bindings have been moved to the right of WASD\n" +
|
||||
"_-_ Inventory bags can now be tabbed through with F1-F5\n" +
|
||||
"_-_ Other bindings (including numpad and arrow keys to move) are unchanged.\n\n" +
|
||||
"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.",
|
||||
"Once again, Shattered Pixel Dungeon's default keybindings have changed based on early demo feedback!\n\n" +
|
||||
"Here's a quick summary of what's been adjusted:\n" +
|
||||
"_-_ Two movement keys can be pressed at once to move diagonally\n" +
|
||||
"_-_ The WASD keys are now used for movement\n" +
|
||||
"_-_ Several game action bindings have been moved around WASD\n" +
|
||||
"_-_ Quickslots now use the number keys\n" +
|
||||
"_-_ Inventory bags can now be tabbed through with F1-F5\n" +
|
||||
"_-_ Other bindings (including numpad and arrow keys to move) are unchanged.\n\n" +
|
||||
"Thanks for your continued feedback, I think these bindings and the new diagonal movement functionality should work very well. All keybinds can still be customized via the settings menu.",
|
||||
Messages.get(this, "continue"),
|
||||
2){
|
||||
4){
|
||||
@Override
|
||||
public void hide() {
|
||||
super.hide();
|
||||
|
|
|
@ -144,12 +144,12 @@ public class Toolbar extends Component {
|
|||
|
||||
@Override
|
||||
public GameAction keyAction() {
|
||||
return SPDAction.SEARCH;
|
||||
return SPDAction.EXAMINE;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected String hoverText() {
|
||||
return Messages.titleCase(Messages.get(WndKeyBindings.class, "search"));
|
||||
return Messages.titleCase(Messages.get(WndKeyBindings.class, "examine"));
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
|
@ -195,7 +195,8 @@ public class Window extends Group implements Signal.Listener<KeyEvent> {
|
|||
@Override
|
||||
public boolean onSignal( KeyEvent event ) {
|
||||
if (event.pressed) {
|
||||
if (KeyBindings.getActionForKey( event ) == SPDAction.BACK){
|
||||
if (KeyBindings.getActionForKey( event ) == SPDAction.BACK
|
||||
|| KeyBindings.getActionForKey( event ) == SPDAction.WAIT){
|
||||
onBackPressed();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -58,15 +58,19 @@ public class WndHardNotification extends WndTitledMessage{
|
|||
resize(width, (int) btnOkay.bottom());
|
||||
}
|
||||
|
||||
float incTime = 0;
|
||||
|
||||
@Override
|
||||
public void update() {
|
||||
super.update();
|
||||
|
||||
timeLeft -= Game.elapsed;
|
||||
if (timeLeft <= 0 ){
|
||||
incTime += Game.elapsed;
|
||||
if (timeLeft <= 0 && !btnOkay.active){
|
||||
btnOkay.enable(true);
|
||||
btnOkay.text(btnMessage);
|
||||
} else {
|
||||
} else if (timeLeft > 0 && incTime >= 1) {
|
||||
timeLeft -= incTime;
|
||||
incTime = 0;
|
||||
btnOkay.text(btnMessage + " (" + (int)Math.ceil(timeLeft) + ")");
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user