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