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Micro Input Milestone 1 implementation #49
Micro Input Milestone 1 implementation #49
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…ions to mouse events
…port right clicks yet :D)
The PR is almost done. The only thing left to do is to fixing the rendering of cursor. Therefore I invite to try out the changes by compiling and running the branch. Micro-input "game mode" is not enabled by default. Therefore to see all the functionality you can do the following:
Some things to keep in mind:
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Conflicts: Cargo.lock Cargo.toml assets/keymap.yaml src/events.rs src/main.rs
@Jojolepro I'm fine with merging this even with
As long as computer-players can give input, we're good for now! (yes, same line as #47 ) |
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Nice features!
I just have a few nitpicks (mostly typos 😄 )
Also, in the future it might be a good idea to create a new State with a different dispatcher. This will avoid adding the match GameMode
at the start of the different systems.
also run cargo fmt
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Implementation of features discussed in #38
Current progress (copy-pasted from #38 )
Resource to set game mode. Options could be "default" and "micro-input". Should be change-able in-game and some systems (eg. Creep spawner, simple ai movement) should check it's value before running. Reason is that if micro-input is to be a separate module, then there will be a lot of systems that will be relevant only to this module, and vice versa.
Custom game start/map with no creep spawning and all units idle. Further steps would add unit orders, therefore units should not do anything before any order is given.
Add mouse support and cursor to the font-end. (Kinda works, but has some serious issues)
selecting another unit.