Commit Graph

12 Commits

Author SHA1 Message Date
40fff7729f add 'newKeys' field (list of key codes pressed in frame) to frame input type, so we can change key bindings at runtime later 2025-02-21 11:57:29 +00:00
6762a1b994 add non-configurable escape button to input type, to be used as a way to go backwards or exit menu 2025-02-20 13:32:37 +00:00
6d028214d5 when game is first loaded, assign parsed controls (or at least default controls) to imperative shell's state 2025-02-17 03:53:04 +00:00
99669dd0b6 add function to convert string to CoreKey.key_code (for parsing/loading controls from files) 2025-02-17 01:39:41 +00:00
291ee2f7f2 differentiate 'upHeld' from 'jumpHeld' (we may want a different button for going up/down menu and a different button for jumping) 2025-02-16 13:51:52 +00:00
0df453f9c9 partially done coding key remapping functionality (what works: GLFW key code -> CoreKey.key_code, acting on CoreKey.key_code every frame; todo: load from config file on start up, have screen where we can remap keys, and save to config while when key mappings are changed) 2025-02-16 13:45:14 +00:00
47bda26da5 begin coding functionality for remapping keys 2025-02-16 12:45:29 +00:00
f199da790d add ability to charge for attack 2024-12-31 10:04:40 +00:00
e2b89af6ac refactor player.sml for easier extensibility when fields are added to player type (we accept a list of values to change, instead of destructuring the player.sml values on each function call) 2024-12-22 05:40:33 +00:00
aeb3756e5b change arrow keys (left, down, right) to letter keys (s, d, f) and arrow up to letter key 'k', because I think it is more comfortable 2024-12-20 16:51:21 +00:00
20c4060124 progress in handling variable window width/height (mostly only in imperative shell though) 2024-12-16 00:58:59 +00:00
1901043535 add functionality to move player by using arrow keys 2024-12-14 07:59:43 +00:00