Thread: [Super-tux-devel] Alternative keys to control the game
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From: Hernani M. M. <he...@tu...> - 2004-02-21 22:38:50
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Hello @ all. Are there any objections against including the following key combinations to control the game (as they are implemented in snes9x): <GAMELOOP> --- gameloop.c.orig 2004-02-21 22:51:50.000000000 +0100 +++ gameloop.c 2004-02-21 23:19:25.000000000 +0100 @@ -176,7 +176,7 @@ key = event.key.keysym.sym; - if (key == SDLK_ESCAPE) + if (key == SDLK_ESCAPE || key == SDLK_q) { /* Escape: Open/Close the menu: */ if(!game_pause) @@ -187,23 +187,23 @@ show_menu = 1; } } - else if (key == SDLK_RIGHT) + else if (key == SDLK_RIGHT || key == SDLK_k) { right = DOWN; } - else if (key == SDLK_LEFT) + else if (key == SDLK_LEFT || key == SDLK_h) { left = DOWN; } - else if (key == SDLK_UP) + else if (key == SDLK_UP || key == SDLK_c) { up = DOWN; } - else if (key == SDLK_DOWN) + else if (key == SDLK_DOWN || key == SDLK_j) { down = DOWN; } - else if (key == SDLK_LCTRL) + else if (key == SDLK_LCTRL || key == SDLK_e) { fire = DOWN; } @@ -218,23 +218,23 @@ if(show_menu) menu_event(key); - if (key == SDLK_RIGHT) + if (key == SDLK_RIGHT || key == SDLK_k) { right = UP; } - else if (key == SDLK_LEFT) + else if (key == SDLK_LEFT || key == SDLK_h) { left = UP; } - else if (key == SDLK_UP) + else if (key == SDLK_UP || key == SDLK_c) { up = UP; } - else if (key == SDLK_DOWN) + else if (key == SDLK_DOWN || key == SDLK_j) { down = UP; } - else if (key == SDLK_LCTRL) + else if (key == SDLK_LCTRL || key == SDLK_e) { fire = UP; } @@ -286,7 +286,7 @@ /* Handle joystick for the menu */ if(show_menu) { - if(down == DOWN) + if(down == DOWN) menuaction = MN_DOWN; else menuaction = MN_UP; @@ -2330,7 +2330,6 @@ /* Load data file: */ - filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20)); sprintf(filename, "%s/levels/level%d.dat", DATA_PREFIX, level); fi = fopen(filename, "r"); </GAMELOOP> -- <MENU> --- menu.c.orig 2004-02-21 22:51:57.000000000 +0100 +++ menu.c 2004-02-21 22:50:58.000000000 +0100 @@ -219,21 +219,21 @@ { - if (key == SDLK_UP) + if (key == SDLK_UP || key == SDLK_u) { /* Menu Up */ menuaction = MN_UP; menu_change = YES; } - else if (key == SDLK_DOWN) + else if (key == SDLK_DOWN || key == SDLK_j) { /* Menu Down */ menuaction = MN_DOWN; menu_change = YES; } - else if (key == SDLK_SPACE || key == SDLK_RETURN) + else if (key == SDLK_SPACE || key == SDLK_RETURN || key == SDLK_c) { /* Menu Hit */ </MENU> Alternatively -- with low priority -- a menu item giving one the option to define custom key combinations _could_ make this depreciated. Nevertheless I think that having an additional standard set defined that 10 finger gamers could use is not the baddest idea ;). Hernani |
From: Tobias <tob...@gm...> - 2004-02-21 22:51:34
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Hi Hernani, for 0.0.6 alternative keys(keymaps) aren't planned. This will be faced in 0.0.7 development however. ;) Greetz... Tobias Gläßer Am Sa, den 21.02.2004 schrieb Hernani Marques Madeira um 17:31: > Hello @ all. > > Are there any objections against including the following key combinations > to control the game (as they are implemented in snes9x): > > <GAMELOOP> > --- gameloop.c.orig 2004-02-21 22:51:50.000000000 +0100 > +++ gameloop.c 2004-02-21 23:19:25.000000000 +0100 > @@ -176,7 +176,7 @@ > > key = event.key.keysym.sym; > > - if (key == SDLK_ESCAPE) > + if (key == SDLK_ESCAPE || key == SDLK_q) > { > /* Escape: Open/Close the menu: */ > if(!game_pause) > @@ -187,23 +187,23 @@ > show_menu = 1; > } > } > - else if (key == SDLK_RIGHT) > + else if (key == SDLK_RIGHT || key == SDLK_k) > { > right = DOWN; > } > - else if (key == SDLK_LEFT) > + else if (key == SDLK_LEFT || key == SDLK_h) > { > left = DOWN; > } > - else if (key == SDLK_UP) > + else if (key == SDLK_UP || key == SDLK_c) > { > up = DOWN; > } > - else if (key == SDLK_DOWN) > + else if (key == SDLK_DOWN || key == SDLK_j) > { > down = DOWN; > } > - else if (key == SDLK_LCTRL) > + else if (key == SDLK_LCTRL || key == SDLK_e) > { > fire = DOWN; > } > @@ -218,23 +218,23 @@ > if(show_menu) > menu_event(key); > > - if (key == SDLK_RIGHT) > + if (key == SDLK_RIGHT || key == SDLK_k) > { > right = UP; > } > - else if (key == SDLK_LEFT) > + else if (key == SDLK_LEFT || key == SDLK_h) > { > left = UP; > } > - else if (key == SDLK_UP) > + else if (key == SDLK_UP || key == SDLK_c) > { > up = UP; > } > - else if (key == SDLK_DOWN) > + else if (key == SDLK_DOWN || key == SDLK_j) > { > down = UP; > } > - else if (key == SDLK_LCTRL) > + else if (key == SDLK_LCTRL || key == SDLK_e) > { > fire = UP; > } > @@ -286,7 +286,7 @@ > /* Handle joystick for the menu */ > if(show_menu) > { > - if(down == DOWN) > + if(down == DOWN) > menuaction = MN_DOWN; > else > menuaction = MN_UP; > @@ -2330,7 +2330,6 @@ > > > /* Load data file: */ > - > filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20)); > sprintf(filename, "%s/levels/level%d.dat", DATA_PREFIX, level); > fi = fopen(filename, "r"); > </GAMELOOP> > > -- > > <MENU> > --- menu.c.orig 2004-02-21 22:51:57.000000000 +0100 > +++ menu.c 2004-02-21 22:50:58.000000000 +0100 > @@ -219,21 +219,21 @@ > { > > > - if (key == SDLK_UP) > + if (key == SDLK_UP || key == SDLK_u) > { > /* Menu Up */ > > menuaction = MN_UP; > menu_change = YES; > } > - else if (key == SDLK_DOWN) > + else if (key == SDLK_DOWN || key == SDLK_j) > { > /* Menu Down */ > > menuaction = MN_DOWN; > menu_change = YES; > } > - else if (key == SDLK_SPACE || key == SDLK_RETURN) > + else if (key == SDLK_SPACE || key == SDLK_RETURN || key == SDLK_c) > { > /* Menu Hit */ > </MENU> > > Alternatively -- with low priority -- a menu item giving one the option to define > custom key combinations _could_ make this depreciated. Nevertheless I think that > having an additional standard set defined that 10 finger gamers could use > is not the baddest idea ;). > > Hernani |
From: Hernani M. M. <he...@tu...> - 2004-02-21 22:58:53
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On Sat, 21 Feb 2004 23:49:47 -0500 Tobias Gl=E4=DFer <tob...@gm...> wrote: > Hi Hernani, Hello > for 0.0.6 alternative keys(keymaps) aren't planned. > This will be faced in 0.0.7 development however. ;) Oki doki. |
From: Ricardo C. <ri...@ae...> - 2004-02-22 00:22:17
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Hi, Anyway, in the following 0.0.6 release, you can easily define your keys in= =20 the players.c file. Ricardo Em S=E1bado, 21 de Fevereiro de 2004 22:31, o Hernani Marques Madeira escre= veu: > Hello @ all. > > Are there any objections against including the following key combinations > to control the game (as they are implemented in snes9x): > > <GAMELOOP> > --- gameloop.c.orig 2004-02-21 22:51:50.000000000 +0100 > +++ gameloop.c 2004-02-21 23:19:25.000000000 +0100 > @@ -176,7 +176,7 @@ > > key =3D event.key.keysym.sym; > > - if (key =3D=3D SDLK_ESCAPE) > + if (key =3D=3D SDLK_ESCAPE || key =3D=3D SDLK_q) > { > /* Escape: Open/Close the menu: */ > if(!game_pause) > @@ -187,23 +187,23 @@ > show_menu =3D 1; > } > } > - else if (key =3D=3D SDLK_RIGHT) > + else if (key =3D=3D SDLK_RIGHT || key =3D=3D SDLK_k) > { > right =3D DOWN; > } > - else if (key =3D=3D SDLK_LEFT) > + else if (key =3D=3D SDLK_LEFT || key =3D=3D SDLK_h) > { > left =3D DOWN; > } > - else if (key =3D=3D SDLK_UP) > + else if (key =3D=3D SDLK_UP || key =3D=3D SDLK_c) > { > up =3D DOWN; > } > - else if (key =3D=3D SDLK_DOWN) > + else if (key =3D=3D SDLK_DOWN || key =3D=3D SDLK_j) > { > down =3D DOWN; > } > - else if (key =3D=3D SDLK_LCTRL) > + else if (key =3D=3D SDLK_LCTRL || key =3D=3D SDLK_e) > { > fire =3D DOWN; > } > @@ -218,23 +218,23 @@ > if(show_menu) > menu_event(key); > > - if (key =3D=3D SDLK_RIGHT) > + if (key =3D=3D SDLK_RIGHT || key =3D=3D SDLK_k) > { > right =3D UP; > } > - else if (key =3D=3D SDLK_LEFT) > + else if (key =3D=3D SDLK_LEFT || key =3D=3D SDLK_h) > { > left =3D UP; > } > - else if (key =3D=3D SDLK_UP) > + else if (key =3D=3D SDLK_UP || key =3D=3D SDLK_c) > { > up =3D UP; > } > - else if (key =3D=3D SDLK_DOWN) > + else if (key =3D=3D SDLK_DOWN || key =3D=3D SDLK_j) > { > down =3D UP; > } > - else if (key =3D=3D SDLK_LCTRL) > + else if (key =3D=3D SDLK_LCTRL || key =3D=3D SDLK_e) > { > fire =3D UP; > } > @@ -286,7 +286,7 @@ > /* Handle joystick for the menu */ > if(show_menu) > { > - if(down =3D=3D DOWN) > + if(down =3D=3D DOWN) > menuaction =3D MN_DOWN; > else > menuaction =3D MN_UP; > @@ -2330,7 +2330,6 @@ > > > /* Load data file: */ > - > filename =3D (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20)= ); > sprintf(filename, "%s/levels/level%d.dat", DATA_PREFIX, level); > fi =3D fopen(filename, "r"); > </GAMELOOP> > > -- > > <MENU> > --- menu.c.orig 2004-02-21 22:51:57.000000000 +0100 > +++ menu.c 2004-02-21 22:50:58.000000000 +0100 > @@ -219,21 +219,21 @@ > { > > > - if (key =3D=3D SDLK_UP) > + if (key =3D=3D SDLK_UP || key =3D=3D SDLK_u) > { > /* Menu Up */ > > menuaction =3D MN_UP; > menu_change =3D YES; > } > - else if (key =3D=3D SDLK_DOWN) > + else if (key =3D=3D SDLK_DOWN || key =3D=3D SDLK_j) > { > /* Menu Down */ > > menuaction =3D MN_DOWN; > menu_change =3D YES; > } > - else if (key =3D=3D SDLK_SPACE || key =3D=3D SDLK_RETURN) > + else if (key =3D=3D SDLK_SPACE || key =3D=3D SDLK_RETURN || key =3D=3D= SDLK_c) > { > /* Menu Hit */ > </MENU> > > Alternatively -- with low priority -- a menu item giving one the option to > define custom key combinations _could_ make this depreciated. Nevertheless > I think that having an additional standard set defined that 10 finger > gamers could use is not the baddest idea ;). > > Hernani > > > > > > > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel =2D-=20 Do you have lysdexia? |
From: Hernani M. M. <he...@tu...> - 2004-02-22 00:37:13
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On Sun, 22 Feb 2004 00:08:26 +0000 Ricardo Cruz <ri...@ae...> wrote: > Hi, Hello > Anyway, in the following 0.0.6 release, you can easily define your > keys in the players.c file. Ah, it's there now, kewl. Thanks. I hadn't got the -current cvs release when I wrote the initial mail, SRY. |