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6762a1b994
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add non-configurable escape button to input type, to be used as a way to go backwards or exit menu
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2025-02-20 13:32:37 +00:00 |
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6d028214d5
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when game is first loaded, assign parsed controls (or at least default controls) to imperative shell's state
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2025-02-17 03:53:04 +00:00 |
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99669dd0b6
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add function to convert string to CoreKey.key_code (for parsing/loading controls from files)
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2025-02-17 01:39:41 +00:00 |
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291ee2f7f2
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differentiate 'upHeld' from 'jumpHeld' (we may want a different button for going up/down menu and a different button for jumping)
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2025-02-16 13:51:52 +00:00 |
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0df453f9c9
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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)
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2025-02-16 13:45:14 +00:00 |
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47bda26da5
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begin coding functionality for remapping keys
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2025-02-16 12:45:29 +00:00 |
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f199da790d
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add ability to charge for attack
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2024-12-31 10:04:40 +00:00 |
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e2b89af6ac
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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)
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2024-12-22 05:40:33 +00:00 |
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aeb3756e5b
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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
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2024-12-20 16:51:21 +00:00 |
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20c4060124
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progress in handling variable window width/height (mostly only in imperative shell though)
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2024-12-16 00:58:59 +00:00 |
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1901043535
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add functionality to move player by using arrow keys
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2024-12-14 07:59:43 +00:00 |
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