removed Swap a/b
parent
5076625259
commit
d80c0e3d34
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@ -118,7 +118,6 @@ export default class BattleScene extends SceneBase {
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public fusionPaletteSwaps: boolean = true;
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public enableTouchControls: boolean = false;
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public enableVibration: boolean = false;
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public abSwapped: boolean = false;
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public disableMenu: boolean = false;
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@ -8,7 +8,6 @@ import {Button} from "../enums/buttons";
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export enum SettingGamepad {
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Default_Controller = "DEFAULT_CONTROLLER",
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Gamepad_Support = "GAMEPAD_SUPPORT",
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Swap_A_and_B = "SWAP_A_B", // Swaps which gamepad button handles ACTION and CANCEL
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Button_Action = "BUTTON_ACTION",
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Button_Cancel = "BUTTON_CANCEL",
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Button_Menu = "BUTTON_MENU",
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@ -27,7 +26,6 @@ export enum SettingGamepad {
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export const settingGamepadOptions: SettingOptions = {
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[SettingGamepad.Default_Controller]: ['Default', 'Change'],
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[SettingGamepad.Gamepad_Support]: ['Auto', 'Disabled'],
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[SettingGamepad.Swap_A_and_B]: ['Enabled', 'Disabled'],
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[SettingGamepad.Button_Action]: [`KEY ${Button.ACTION.toString()}`, 'Change'],
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[SettingGamepad.Button_Cancel]: [`KEY ${Button.CANCEL.toString()}`, 'Change'],
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[SettingGamepad.Button_Menu]: [`KEY ${Button.MENU.toString()}`, 'Change'],
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@ -46,7 +44,6 @@ export const settingGamepadOptions: SettingOptions = {
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export const settingGamepadDefaults: SettingDefaults = {
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[SettingGamepad.Default_Controller]: 0,
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[SettingGamepad.Gamepad_Support]: 0,
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[SettingGamepad.Swap_A_and_B]: 1, // Set to 'Disabled' by default
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[SettingGamepad.Button_Action]: 0,
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[SettingGamepad.Button_Cancel]: 0,
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[SettingGamepad.Button_Menu]: 0,
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@ -85,9 +82,6 @@ export function setSettingGamepad(scene: BattleScene, setting: SettingGamepad, v
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// activate or deactivate the controller listener
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scene.inputController.setGamepadSupport(settingGamepadOptions[setting][value] !== 'Disabled');
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break;
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case SettingGamepad.Swap_A_and_B:
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scene.abSwapped = settingGamepadOptions[setting][value] !== 'Disabled';
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break;
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case SettingGamepad.Button_Action:
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case SettingGamepad.Button_Cancel:
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case SettingGamepad.Button_Menu:
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@ -148,14 +148,6 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
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} else
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return false;
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break;
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case Setting.Gamepad_Support:
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// if we change the value of the gamepad support, we call a method in the inputController to
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// activate or deactivate the controller listener
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scene.inputController.setGamepadSupport(settingOptions[setting][value] !== 'Disabled');
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break;
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case Setting.Swap_A_and_B:
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scene.abSwapped = settingOptions[setting][value] !== 'Disabled';
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break;
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case Setting.Touch_Controls:
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scene.enableTouchControls = settingOptions[setting][value] !== 'Disabled' && hasTouchscreen();
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const touchControls = document.getElementById('touchControls');
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@ -90,7 +90,7 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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const optionValueLabels = [];
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const inputsIcons = {};
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const commonSettingKeys = Object.keys(SettingGamepad).slice(0, 3).map(key => SettingGamepad[key]);
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const commonSettingKeys = Object.keys(SettingGamepad).slice(0, 2).map(key => SettingGamepad[key]);
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const specificBindingKeys = [...commonSettingKeys, ...Object.keys(config.setting).map(k => config.setting[k])];
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const optionCursors = Object.values(Object.keys(settingGamepadDefaults).filter(s => specificBindingKeys.includes(s)).map(k => settingGamepadDefaults[k]));
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@ -186,8 +186,6 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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this.cursorObj = null;
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this.scrollCursor = null;
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const layout = this.layout[configType];
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console.log('activeConfig', activeConfig);
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console.log('layout', layout);
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this.keys = layout.keys;
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this.optionsContainer = layout.optionsContainer;
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this.optionsContainer.setVisible(true);
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