Change keybinds to be more convenient
Also, remove asan compile flag for web buildscene_man
parent
3df97bce95
commit
5cbacf8516
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@ -1,4 +1,5 @@
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.cache/
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build/
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web/
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compile_commands.json
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.gdb_history
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@ -24,6 +24,7 @@ set(GAME_LIBS
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add_subdirectory(scenes)
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add_executable(${PROJECT_NAME}
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main.c
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)
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@ -36,7 +37,6 @@ target_include_directories(${PROJECT_NAME}
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target_link_libraries(${PROJECT_NAME}
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${GAME_LIBS}
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)
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add_executable(scene_test
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scene_test.c
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)
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@ -46,15 +46,17 @@ target_include_directories(scene_test
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${CMAKE_CURRENT_LIST_DIR}
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)
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if (NOT EMSCRIPTEN)
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target_compile_options(scene_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_options(scene_test PRIVATE -fsanitize=address -gdwarf-4)
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endif ()
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target_link_libraries(scene_test
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${GAME_LIBS}
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)
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if (NOT EMSCRIPTEN)
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add_executable(EntManager_test
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entManager_test.c
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)
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@ -885,7 +885,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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}
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draw_pos.y += SELECTION_TILE_SIZE + 2;
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DrawText("R to reset the map, O/P to cycle the selection,\nM to toggle metal crates. T to toggle crate spawn behaviour", 0, draw_pos.y, 14, BLACK);
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DrawText("R to reset the map, Q/E to cycle the selection,\nF to toggle metal crates. T to toggle crate spawn behaviour", 0, draw_pos.y, 14, BLACK);
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EndTextureMode();
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@ -934,11 +934,11 @@ void init_sandbox_scene(LevelScene_t* scene)
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sc_map_put_64(&scene->scene.action_map, KEY_D, ACTION_RIGHT);
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sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP);
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sc_map_put_64(&scene->scene.action_map, KEY_O, ACTION_PREV_SPAWN);
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sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN);
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sc_map_put_64(&scene->scene.action_map, KEY_M, ACTION_METAL_TOGGLE);
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sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_PREV_SPAWN);
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sc_map_put_64(&scene->scene.action_map, KEY_E, ACTION_NEXT_SPAWN);
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sc_map_put_64(&scene->scene.action_map, KEY_F, ACTION_METAL_TOGGLE);
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sc_map_put_64(&scene->scene.action_map, KEY_T, ACTION_CRATE_ACTIVATION);
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sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, KEY_L, ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
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}
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