Added configurable game key bindings.
- Game keys (default Z/X) can be changed to any letter or digit in the options screen.
Other changes:
- Mouse/keyboard input in the "Game Paused Menu" state is now the same as in the game state (i.e. all game keys available).
- Moved 'isInputKeyPressed()' into "Utils" class ("Game" state didn't even call it).
- Trimmed 'failsound.wav'.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
@@ -532,7 +532,7 @@ public class Slider {
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ticksHit++;
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// check if cursor pressed and within end circle
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else if (game.isInputKeyPressed()) {
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else if (Utils.isGameKeyPressed()) {
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double distance = Math.hypot(hitObject.sliderX[lastIndex] - mouseX, hitObject.sliderY[lastIndex] - mouseY);
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int followCircleRadius = GameImage.SLIDER_FOLLOWCIRCLE.getImage().getWidth() / 2;
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if (distance < followCircleRadius)
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@@ -572,7 +572,7 @@ public class Slider {
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float[] c = bezier.pointAt(getT(trackPosition, false));
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double distance = Math.hypot(c[0] - mouseX, c[1] - mouseY);
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int followCircleRadius = GameImage.SLIDER_FOLLOWCIRCLE.getImage().getWidth() / 2;
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if ((game.isInputKeyPressed() && distance < followCircleRadius) || isAutoMod) {
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if ((Utils.isGameKeyPressed() && distance < followCircleRadius) || isAutoMod) {
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// mouse pressed and within follow circle
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followCircleActive = true;
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score.changeHealth(delta * GameScore.HP_DRAIN_MULTIPLIER);
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@@ -47,11 +47,6 @@ public class Spinner {
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*/
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private OsuHitObject hitObject;
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/**
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* The associated Game object.
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*/
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private Game game;
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/**
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* The associated GameScore object.
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*/
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@@ -95,7 +90,6 @@ public class Spinner {
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*/
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public Spinner(OsuHitObject hitObject, Game game, GameScore score) {
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this.hitObject = hitObject;
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this.game = game;
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this.score = score;
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// calculate rotations needed
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@@ -202,7 +196,7 @@ public class Spinner {
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}
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// not spinning: nothing to do
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if (!game.isInputKeyPressed()) {
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if (!Utils.isGameKeyPressed()) {
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lastAngle = -1f;
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return false;
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}
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