keybindings and other shit
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50
source/KeyBinds.hx
Normal file
50
source/KeyBinds.hx
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import flixel.FlxG;
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import flixel.input.FlxInput;
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import flixel.input.actions.FlxAction;
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import flixel.input.actions.FlxActionInput;
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import flixel.input.actions.FlxActionInputDigital;
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import flixel.input.actions.FlxActionManager;
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import flixel.input.actions.FlxActionSet;
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import flixel.input.gamepad.FlxGamepadButton;
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import flixel.input.gamepad.FlxGamepadInputID;
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import flixel.input.keyboard.FlxKey;
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class KeyBinds
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{
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public static function resetBinds():Void{
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FlxG.save.data.upBind = "W";
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FlxG.save.data.downBind = "S";
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FlxG.save.data.leftBind = "A";
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FlxG.save.data.rightBind = "D";
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FlxG.save.data.killBind = "R";
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PlayerSettings.player1.controls.loadKeyBinds();
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}
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public static function keyCheck():Void
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{
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if(FlxG.save.data.upBind == null){
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FlxG.save.data.upBind = "W";
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trace("No UP");
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}
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if(FlxG.save.data.downBind == null){
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FlxG.save.data.downBind = "S";
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trace("No DOWN");
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}
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if(FlxG.save.data.leftBind == null){
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FlxG.save.data.leftBind = "A";
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trace("No LEFT");
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}
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if(FlxG.save.data.rightBind == null){
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FlxG.save.data.rightBind = "D";
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trace("No RIGHT");
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}
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if(FlxG.save.data.killBind == null){
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FlxG.save.data.killBind = "R";
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trace("No KILL");
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}
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}
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}
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