From de1e628ad07340a06bb0f00251a73cecd85a824f Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 20 Feb 2022 19:00:26 -0500 Subject: [PATCH] v1.2.0: slightly increased the duration and consistency of heldDelay --- .../shatteredpixeldungeon/scenes/CellSelector.java | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/CellSelector.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/CellSelector.java index 1411126a7..601e544dc 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/CellSelector.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/CellSelector.java @@ -247,6 +247,9 @@ public class CellSelector extends ScrollArea { private GameAction heldAction3 = SPDAction.NONE; private float heldDelay = 0f; + //note that delay starts ticking down on the frame it is processed + // so in most cases the actual wait is 50-58ms + private static final float INITIAL_DELAY = 0.06f; private boolean delayingForRelease = false; private Signal.Listener keyListener = new Signal.Listener() { @@ -300,7 +303,7 @@ public class CellSelector extends ScrollArea { delayingForRelease = true; //in case more keys are being released //note that this delay can tick down while the hero is moving - heldDelay = 0.05f; + heldDelay = INITIAL_DELAY; } } else if (directionFromAction(action) != 0) { @@ -309,7 +312,7 @@ public class CellSelector extends ScrollArea { lastCellMoved = -1; if (heldAction1 == SPDAction.NONE){ heldAction1 = action; - heldDelay = 0.05f; + heldDelay = INITIAL_DELAY; delayingForRelease = false; } else if (heldAction2 == SPDAction.NONE){ heldAction2 = action; @@ -338,7 +341,7 @@ public class CellSelector extends ScrollArea { if (newLeftStick != leftStickAction){ if (leftStickAction == SPDAction.NONE){ - heldDelay = 0.05f; + heldDelay = INITIAL_DELAY; Dungeon.hero.resting = false; } else if (newLeftStick == SPDAction.NONE && heldDelay > 0f){ heldDelay = 0f;