Renamed ABC inputs

This commit is contained in:
Maruno17
2021-02-27 22:02:46 +00:00
parent 19fe83f932
commit a112a21a87
59 changed files with 303 additions and 289 deletions

View File

@@ -227,7 +227,7 @@ class TriadScene
Graphics.update
Input.update
pbUpdate
if Input.trigger?(Input::C)
if Input.trigger?(Input::USE)
if @sprites["helpwindow"].busy?
pbPlayDecisionSE if @sprites["helpwindow"].pausing?
@sprites["helpwindow"].resume
@@ -277,7 +277,7 @@ class TriadScene
end
index = command.index
end
if Input.trigger?(Input::B)
if Input.trigger?(Input::BACK)
if chosenCards.length>0
item = chosenCards.pop
@battle.pbAdd(cardStorage,item)
@@ -290,7 +290,7 @@ class TriadScene
else
pbPlayBuzzerSE
end
elsif Input.trigger?(Input::C)
elsif Input.trigger?(Input::USE)
break if chosenCards.length==@battle.maxCards
item = cardStorage[command.index]
if !item || @battle.pbQuantity(cardStorage,item[0])==0
@@ -312,7 +312,7 @@ class TriadScene
index = -1
end
end
if Input.trigger?(Input::C) || Input.trigger?(Input::B)
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
for i in 0...@battle.maxCards
@sprites["player#{i}"].visible = (i<chosenCards.length)
end
@@ -386,7 +386,7 @@ class TriadScene
pbPlayCursorSE
choice -= 1
choice = numCards-1 if choice<0
elsif Input.trigger?(Input::B)
elsif Input.trigger?(Input::BACK)
pbPlayCancelSE
choice = -1
end
@@ -425,10 +425,10 @@ class TriadScene
pbPlayCursorSE
choice -= 1
choice = numCards-1 if choice<0
elsif Input.trigger?(Input::C)
elsif Input.trigger?(Input::USE)
pbPlayDecisionSE
break
elsif Input.trigger?(Input::A) && @battle.openHand
elsif Input.trigger?(Input::SPECIAL) && @battle.openHand
pbPlayDecisionSE
pbViewOpponentCards(numCards)
@sprites["helpwindow"].text = _INTL("Choose a card, or check opponent with Z.")
@@ -484,9 +484,9 @@ class TriadScene
boardX += 1
boardX = 0 if boardX>=@battle.width
doRefresh = true
elsif Input.trigger?(Input::B)
elsif Input.trigger?(Input::BACK)
return nil
elsif Input.trigger?(Input::C)
elsif Input.trigger?(Input::USE)
if @battle.isOccupied?(boardX,boardY)
pbPlayBuzzerSE
else
@@ -1089,9 +1089,9 @@ def pbBuyTriads
preview.bitmap = TriadCard.new(commands[cmdwindow.index][3]).createBitmap(1)
olditem = commands[cmdwindow.index][3]
end
if Input.trigger?(Input::B)
if Input.trigger?(Input::BACK)
break
elsif Input.trigger?(Input::C)
elsif Input.trigger?(Input::USE)
price = commands[cmdwindow.index][0]
item = commands[cmdwindow.index][3]
itemname = commands[cmdwindow.index][1]
@@ -1181,11 +1181,11 @@ def pbSellTriads
end
olditem = item
end
if Input.trigger?(Input::B)
if Input.trigger?(Input::BACK)
done = true
break
end
if Input.trigger?(Input::C)
if Input.trigger?(Input::USE)
if cmdwindow.index>=$PokemonGlobal.triads.length
done = true
break
@@ -1271,11 +1271,11 @@ def pbTriadList
end
lastIndex = cmdwindow.index
end
if Input.trigger?(Input::B)
if Input.trigger?(Input::BACK)
done = true
break
end
if Input.trigger?(Input::C)
if Input.trigger?(Input::USE)
if cmdwindow.index>=$PokemonGlobal.triads.length
done = true
break

View File

@@ -212,7 +212,7 @@ class SlotMachineScene
update
@sprites["payout"].score -= 1
@sprites["credit"].score += 1
if Input.trigger?(Input::C) || @sprites["credit"].score == Settings::MAX_COINS
if Input.trigger?(Input::USE) || @sprites["credit"].score == Settings::MAX_COINS
@sprites["credit"].score += @sprites["payout"].score
@sprites["payout"].score = 0
end
@@ -295,7 +295,7 @@ class SlotMachineScene
elsif @gameRunning # Reels are spinning
@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/stop"))
@sprites["window1"].src_rect.set(152*((frame/spinFrameTime)%4),0,152,208)
if Input.trigger?(Input::C)
if Input.trigger?(Input::USE)
pbSEPlay("Slots stop")
if @sprites["reel1"].spinning
@sprites["reel1"].stopSpinning(@replay)
@@ -343,7 +343,7 @@ class SlotMachineScene
@sprites["row1"].visible=true
end
elsif @wager>=3 || (@wager>0 && @sprites["credit"].score==0) ||
(Input.trigger?(Input::C) && @wager>0) || @replay
(Input.trigger?(Input::USE) && @wager>0) || @replay
if @replay
@wager=3
for i in 1..5
@@ -355,7 +355,7 @@ class SlotMachineScene
@sprites["reel3"].startSpinning
frame=0
@gameRunning=true
elsif Input.trigger?(Input::B) && @wager==0
elsif Input.trigger?(Input::BACK) && @wager==0
break
end
end

View File

@@ -255,7 +255,7 @@ class VoltorbFlip
@index[0]=0
@sprites["cursor"].x=0
end
elsif Input.trigger?(Input::C)
elsif Input.trigger?(Input::USE)
if @cursor[0][3]==64 # If in mark mode
for i in 0...@squares.length
if @index[0]*64+128==@squares[i][0] && @index[1]*64==@squares[i][1] && @squares[i][3]==false
@@ -404,7 +404,7 @@ class VoltorbFlip
@cursor[0]=[@directory+"cursor",128,0,0,0,64,64]
@sprites["memo"].visible=false
end
elsif Input.trigger?(Input::B)
elsif Input.trigger?(Input::BACK)
@sprites["curtain"].opacity=100
if @points==0
if pbConfirmMessage("You haven't found any Coins! Are you sure you want to quit?")
@@ -518,7 +518,7 @@ class VoltorbFlip
Graphics.update
Input.update
update
if Input.trigger?(Input::C) || Input.trigger?(Input::B)
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
break
end
end

View File

@@ -561,15 +561,15 @@ class MiningGameScene
pbSEPlay("Mining cursor")
@sprites["cursor"].position+=1
end
elsif Input.trigger?(Input::A) # Change tool mode
elsif Input.trigger?(Input::SPECIAL) # Change tool mode
pbSEPlay("Mining tool change")
newmode=(@sprites["cursor"].mode+1)%2
@sprites["cursor"].mode=newmode
@sprites["tool"].src_rect.set(newmode*68,0,68,100)
@sprites["tool"].y=254-144*newmode
elsif Input.trigger?(Input::C) # Hit
elsif Input.trigger?(Input::USE) # Hit
pbHit
elsif Input.trigger?(Input::B) # Quit
elsif Input.trigger?(Input::BACK) # Quit
break if pbConfirmMessage(_INTL("Are you sure you want to give up?"))
end
end

View File

@@ -512,12 +512,12 @@ class TilePuzzleScene
loop do
Graphics.update
Input.update
break if Input.trigger?(Input::C) || Input.trigger?(Input::B)
break if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
end
return true
end
# Input
@sprites["cursor"].selected=(Input.press?(Input::C) && @game>=3 && @game<=6)
@sprites["cursor"].selected=(Input.press?(Input::USE) && @game>=3 && @game<=6)
dir=0
dir=2 if Input.trigger?(Input::DOWN) || Input.repeat?(Input::DOWN)
dir=4 if Input.trigger?(Input::LEFT) || Input.repeat?(Input::LEFT)
@@ -535,13 +535,13 @@ class TilePuzzleScene
@sprites["cursor"].position=pbMoveCursor(@sprites["cursor"].position,dir)
end
end
elsif (@game==1 || @game==2) && Input.trigger?(Input::C)
elsif (@game==1 || @game==2) && Input.trigger?(Input::USE)
pbGrabTile(@sprites["cursor"].position)
elsif (@game==2 && Input.trigger?(Input::A)) ||
(@game==5 && Input.trigger?(Input::A)) ||
(@game==7 && Input.trigger?(Input::C))
elsif (@game==2 && Input.trigger?(Input::SPECIAL)) ||
(@game==5 && Input.trigger?(Input::SPECIAL)) ||
(@game==7 && Input.trigger?(Input::USE))
pbRotateTile(@sprites["cursor"].position)
elsif Input.trigger?(Input::B)
elsif Input.trigger?(Input::BACK)
return false
end
end