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battle: Updated "space" and "return" key bindings

This commit is contained in:
Michaël Lemaire 2017-10-04 00:25:52 +02:00
parent 2e344c498e
commit a42d9e77aa
3 changed files with 15 additions and 5 deletions

View file

@ -59,6 +59,7 @@ Battle
* Fix "toggle action" targetting with simulated move not activating the action after the move
* Add shorcut to perform only the "move" part of a move+fire simulation
* Fix delay of shield/hull impact effects (should depend on weapon animation, and ship location)
* Indicate visually the power gain of "end turn"
Ships models and equipments
---------------------------

View file

@ -61,10 +61,6 @@ module TK.SpaceTac.UI {
let button = battleview.add.button(0, 0, "battle-actionbar-button-menu", () => battleview.showOptions(), null, 1, 0, 0, 1, this);
battleview.tooltip.bindStaticText(button, "Game options");
// Key bindings
battleview.inputs.bind("Escape", "Cancel action", () => this.actionEnded());
battleview.inputs.bind(" ", "End turn", () => this.keyActionPressed(-1));
// Log processing
battleview.log_processor.register(event => {
if (event instanceof ShipChangeEvent) {

View file

@ -117,7 +117,9 @@ module TK.SpaceTac.UI {
// Key mapping
this.inputs.bind("t", "Show tactical view", () => this.toggle_tactical_mode.manipulate("keyboard")(3000));
this.inputs.bind("Enter", "Validate action", () => this.targetting.validate());
this.inputs.bind("Enter", "Validate action", () => this.validationPressed());
this.inputs.bind(" ", "Validate action", () => this.validationPressed());
this.inputs.bind("Escape", "Cancel action", () => this.action_bar.actionEnded());
range(10).forEach(i => this.inputs.bind(`Numpad${i % 10}`, `Action/target ${i}`, () => this.numberPressed(i)));
range(10).forEach(i => this.inputs.bind(`Digit${i % 10}`, `Action/target ${i}`, () => this.numberPressed(i)));
this.inputs.bindCheat("w", "Win current battle", () => this.battle.cheats.win());
@ -181,6 +183,17 @@ module TK.SpaceTac.UI {
}
}
/**
* Handle the pression of a validation key (enter or space)
*/
validationPressed(): void {
if (this.targetting.active) {
this.targetting.validate();
} else {
this.action_bar.keyActionPressed(-1);
}
}
/**
* Method called when the arena cursor is hovered
*/