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:
@@ -573,6 +573,14 @@ public class Game extends BasicGameState {
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@Override
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public void keyPressed(int key, char c) {
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// game keys
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if (!Keyboard.isRepeatEvent()) {
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if (key == Options.getGameKeyLeft())
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mousePressed(Input.MOUSE_LEFT_BUTTON, input.getMouseX(), input.getMouseY());
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else if (key == Options.getGameKeyRight())
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mousePressed(Input.MOUSE_RIGHT_BUTTON, input.getMouseX(), input.getMouseY());
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}
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switch (key) {
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case Input.KEY_ESCAPE:
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// pause game
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@@ -642,16 +650,6 @@ public class Game extends BasicGameState {
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}
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}
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break;
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case Input.KEY_Z:
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// left-click
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if (!Keyboard.isRepeatEvent())
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mousePressed(Input.MOUSE_LEFT_BUTTON, input.getMouseX(), input.getMouseY());
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break;
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case Input.KEY_X:
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// right-click
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if (!Keyboard.isRepeatEvent())
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mousePressed(Input.MOUSE_RIGHT_BUTTON, input.getMouseX(), input.getMouseY());
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break;
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case Input.KEY_F12:
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Utils.takeScreenShot();
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break;
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@@ -811,15 +809,6 @@ public class Game extends BasicGameState {
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return false;
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}
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/**
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* Returns true if an input key is pressed (mouse left/right, keyboard Z/X).
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*/
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public boolean isInputKeyPressed() {
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return (input.isMouseButtonDown(Input.MOUSE_LEFT_BUTTON) ||
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input.isMouseButtonDown(Input.MOUSE_RIGHT_BUTTON) ||
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input.isKeyDown(Input.KEY_Z) || input.isKeyDown(Input.KEY_X));
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}
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/**
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* Loads all game images.
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* @throws SlickException
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