diff options
| -rw-r--r-- | README.md | 1 | ||||
| -rw-r--r-- | draw.go | 2 | ||||
| -rw-r--r-- | main.go | 2 |
3 files changed, 2 insertions, 3 deletions
@@ -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 @@ -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" @@ -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) { |
