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-rw-r--r--README.md1
-rw-r--r--draw.go2
-rw-r--r--main.go2
3 files changed, 2 insertions, 3 deletions
diff --git a/README.md b/README.md
index 10d1a61..f906dd8 100644
--- a/README.md
+++ b/README.md
@@ -24,7 +24,6 @@
- [ ] abstraction between ebiten and update to handle inputs in a simulation?
- [ ] getMoveMap could be a maintained index
- [ ] entityAt could be a maintained index
-- [ ] KeyPatrolRequest shortcut should be Q
## Bugs
diff --git a/draw.go b/draw.go
index d035985..e7f405f 100644
--- a/draw.go
+++ b/draw.go
@@ -112,7 +112,7 @@ func drawBottomBanner(screen *ebiten.Image, g *Game) {
bannerTop := screenBounds.Dy() - int(bannerHeight)
vector.DrawFilledRect(screen, 0, float32(bannerTop), float32(screenBounds.Dx()), bannerHeight, color.White, true)
- shortcuts := "[Right-click] Action [A] Patrol [Esc] Deselect"
+ shortcuts := "[Right-click] Action [Q] Patrol [Esc] Deselect"
for _, i := range g.GlobalSelection.Selected {
if g.Mask[i]&ecs.CM_Spawn == ecs.CM_Spawn {
shortcuts += " [S] Spawn unit"
diff --git a/main.go b/main.go
index 2475841..84ce87d 100644
--- a/main.go
+++ b/main.go
@@ -111,7 +111,7 @@ func getAllStorageDockings(g *Game) []physics.Point {
const (
KeySpawnRequest = ebiten.KeyS
- KeyPatrolRequest = ebiten.KeyA
+ KeyPatrolRequest = ebiten.KeyQ
)
func (g *Game) updateSelecting(cursor physics.Point, moveMap physics.MoveMap) {