reimagine the control scheme

This commit is contained in:
2025-09-25 09:35:40 +04:00
parent 742e4251fb
commit 301d858ea5
9 changed files with 126 additions and 38 deletions

View File

@@ -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")

View File

@@ -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()

View File

@@ -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)