fix icon position + added cancel sound
parent
4c39fd068c
commit
1c17c193c5
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@ -163,9 +163,6 @@ export default class GamepadBindingUiHandler extends UiHandler {
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break
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break
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case Button.ACTION:
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case Button.ACTION:
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if (this.cursor === 0) {
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if (this.cursor === 0) {
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success = true;
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// Reverts UI to its previous state on cancel.
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// this.scene.ui.revertMode();
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this.cancelFn();
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this.cancelFn();
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} else {
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} else {
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success = true;
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success = true;
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@ -178,6 +175,8 @@ export default class GamepadBindingUiHandler extends UiHandler {
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// Plays a select sound effect if an action was successfully processed.
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// Plays a select sound effect if an action was successfully processed.
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if (success)
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if (success)
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ui.playSelect();
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ui.playSelect();
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else
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ui.playError();
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return success;
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return success;
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}
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}
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@ -189,13 +188,13 @@ export default class GamepadBindingUiHandler extends UiHandler {
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this.actionLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
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this.actionLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
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this.cancelLabel.setColor(this.getTextColor(TextStyle.WINDOW));
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this.cancelLabel.setColor(this.getTextColor(TextStyle.WINDOW));
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this.cancelLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
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this.cancelLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
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return;
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return true;
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}
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}
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this.actionLabel.setColor(this.getTextColor(TextStyle.WINDOW));
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this.actionLabel.setColor(this.getTextColor(TextStyle.WINDOW));
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this.actionLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
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this.actionLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
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this.cancelLabel.setColor(this.getTextColor(TextStyle.SETTINGS_SELECTED));
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this.cancelLabel.setColor(this.getTextColor(TextStyle.SETTINGS_SELECTED));
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this.cancelLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
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this.cancelLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
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return;
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return true;
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}
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}
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clear() {
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clear() {
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@ -105,7 +105,7 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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for (const [o, option] of settingGamepadOptions[SettingGamepad[setting]].entries()) {
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for (const [o, option] of settingGamepadOptions[SettingGamepad[setting]].entries()) {
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if (bindingSettings.includes(SettingGamepad[setting])) {
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if (bindingSettings.includes(SettingGamepad[setting])) {
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if (o) {
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if (o) {
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const valueLabel = addTextObject(this.scene, 0, 0, option, settingGamepadDefaults[SettingGamepad[setting]] === o ? TextStyle.SETTINGS_SELECTED : TextStyle.WINDOW);
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const valueLabel = addTextObject(this.scene, 0, 0, option, TextStyle.WINDOW);
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valueLabel.setOrigin(0, 0);
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valueLabel.setOrigin(0, 0);
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optionsContainer.add(valueLabel);
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optionsContainer.add(valueLabel);
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valueLabels.push(valueLabel);
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valueLabels.push(valueLabel);
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@ -114,7 +114,7 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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const key = getKeyForSettingName(config as GamepadConfig, SettingGamepad[setting]);
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const key = getKeyForSettingName(config as GamepadConfig, SettingGamepad[setting]);
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const icon = this.scene.add.sprite(0, 0, config.padType);
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const icon = this.scene.add.sprite(0, 0, config.padType);
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icon.setScale(0.1);
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icon.setScale(0.1);
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icon.setOrigin(0, 0);
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icon.setOrigin(0, -0.1);
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inputsIcons[key] = icon;
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inputsIcons[key] = icon;
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optionsContainer.add(icon);
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optionsContainer.add(icon);
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valueLabels.push(icon);
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valueLabels.push(icon);
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