fp: Change strafe to L, browsers respond to spacebar by scrolling the page ...

This commit is contained in:
doyle 2023-10-16 15:51:21 +11:00
parent 3a26bbf84f
commit 84314221b8
3 changed files with 5 additions and 5 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit 8ea35229fb85922d48140e335de1ad5d9c1a64bc Subproject commit e2d184ebe0e7b857770f17d279829606a405588f

View File

@ -722,7 +722,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
} }
if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) { if (FP_Game_IsNilEntityHandle(game, entity->carried_monkey)) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_LeftControl) || if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_N) ||
TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_A)) { TELY_Platform_InputGamepadKeyIsPressed(input, 0, TELY_PlatformInputGamepadKey_A)) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash); FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Dash);
} }
@ -1531,8 +1531,8 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
if (move_entity) { if (move_entity) {
acceleration_meters_per_s = dir_vector * entity->base_acceleration_per_s.meters; acceleration_meters_per_s = dir_vector * entity->base_acceleration_per_s.meters;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space)) // if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_Space))
acceleration_meters_per_s *= 2.5f; // acceleration_meters_per_s *= 2.5f;
} }
} }
} else { } else {
@ -2053,7 +2053,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
} }
// NOTE: Left-shift lets us strafe in the same direction // NOTE: Left-shift lets us strafe in the same direction
if (!TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_LeftShift)) { if (!TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_L)) {
if (acceleration_meters_per_s.x) if (acceleration_meters_per_s.x)
entity->direction = acceleration_meters_per_s.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left; entity->direction = acceleration_meters_per_s.x > 0.f ? FP_GameDirection_Right : FP_GameDirection_Left;
else if (acceleration_meters_per_s.y) else if (acceleration_meters_per_s.y)

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