reimagine the control scheme
This commit is contained in:
@@ -62,8 +62,8 @@ func _on_back_button_pressed() -> void:
|
||||
GameManager.exit_to_main_menu()
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("ui_accept") and Input.is_action_pressed("ui_select"):
|
||||
# Debug: Switch to clickomania when Space+Enter pressed together
|
||||
if event.is_action_pressed("action_south") and Input.is_action_pressed("action_north"):
|
||||
# Debug: Switch to clickomania when primary+secondary actions pressed together
|
||||
if current_gameplay_mode == "match3":
|
||||
set_gameplay_mode("clickomania")
|
||||
DebugManager.log_debug("Switched to clickomania gameplay", "Game")
|
||||
|
||||
@@ -301,7 +301,7 @@ func _debug_scene_structure() -> void:
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
# Debug key to reset all visual states
|
||||
if event.is_action_pressed("ui_menu_toggle") and DebugManager.is_debug_enabled():
|
||||
if event.is_action_pressed("action_east") and DebugManager.is_debug_enabled():
|
||||
reset_all_visual_states()
|
||||
return
|
||||
|
||||
@@ -321,7 +321,7 @@ func _input(event: InputEvent) -> void:
|
||||
elif event.is_action_pressed("move_right"):
|
||||
_move_cursor(Vector2i.RIGHT)
|
||||
keyboard_navigation_enabled = true
|
||||
elif event.is_action_pressed("select_gem"):
|
||||
elif event.is_action_pressed("action_south"):
|
||||
if keyboard_navigation_enabled:
|
||||
_select_tile_at_cursor()
|
||||
|
||||
|
||||
@@ -181,5 +181,3 @@ func _ready() -> void:
|
||||
active_gem_types = [0, 1, 2, 3, 4] # Default to first 5 gems
|
||||
|
||||
_set_tile_type(tile_type)
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user