v2.3.0: added key bindings to tutorial text on desktop
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@@ -49,11 +49,12 @@ scenes.gamescene.purchase=Purchase
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scenes.gamescene.trample=Trample
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scenes.gamescene.examine=Examine
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scenes.gamescene.tutorial_move_mobile=Tap a location to move and interact.
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scenes.gamescene.tutorial_move_desktop=Use the mouse or arrow keys to move and interact.
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scenes.gamescene.tutorial_move_desktop=Use the mouse, WASD, or arrow keys to move and interact.
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scenes.gamescene.tutorial_move_controller=Select a location or use the left stick to move or interact.
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scenes.gamescene.tutorial_guidebook=Select the blinking journal button to read the book you just picked up.
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scenes.gamescene.tutorial_guidebook_mobile=Tap the blinking journal button to read the book you just picked up.
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scenes.gamescene.tutorial_guidebook_desktop=Select the blinking journal button (%s) to read the book you just picked up.
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scenes.gamescene.tutorial_ui_mobile=Hero info is on the top left. Inventory, quickslots, and game actions are below. Good luck!
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scenes.gamescene.tutorial_ui_desktop=Hero info is below. Inventory, quickslots, and game actions are to the right. Good luck!
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scenes.gamescene.tutorial_ui_desktop=Hero info (%1$s) is below. Inventory (%2$s), quickslots, and game actions are to the right. Good luck!
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scenes.heroselectscene.title=Choose Your Hero
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scenes.heroselectscene.start=Start
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@@ -22,6 +22,8 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.journal;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.SPDAction;
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import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.journal.Document;
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@@ -30,6 +32,8 @@ import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.ui.GameLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.input.ControllerHandler;
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import com.watabou.input.KeyBindings;
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import com.watabou.noosa.audio.Sample;
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public class Guidebook extends Item {
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@@ -51,7 +55,11 @@ public class Guidebook extends Item {
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//we do this here so the pickup message appears before the tutorial text
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GameLog.wipe();
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GLog.i( Messages.capitalize(Messages.get(Hero.class, "you_now_have", name())) );
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GLog.p(Messages.get(GameScene.class, "tutorial_guidebook"));
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if (SPDSettings.interfaceSize() == 0){
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GLog.p(Messages.get(GameScene.class, "tutorial_guidebook_mobile"));
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} else {
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GLog.p(Messages.get(GameScene.class, "tutorial_guidebook_desktop", KeyBindings.getKeyName(KeyBindings.getFirstKeyForAction(SPDAction.JOURNAL, ControllerHandler.isControllerConnected()))));
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}
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GameScene.flashForDocument(Document.ADVENTURERS_GUIDE, Document.GUIDE_INTRO);
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Sample.INSTANCE.play( Assets.Sounds.ITEM );
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hero.spendAndNext( TIME_TO_PICK_UP );
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@@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Chrome;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.GamesInProgress;
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import com.shatteredpixel.shatteredpixeldungeon.Rankings;
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import com.shatteredpixel.shatteredpixeldungeon.SPDAction;
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import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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@@ -117,6 +118,7 @@ import com.shatteredpixel.shatteredpixeldungeon.windows.WndResurrect;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndStory;
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import com.watabou.glwrap.Blending;
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import com.watabou.input.ControllerHandler;
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import com.watabou.input.KeyBindings;
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import com.watabou.input.PointerEvent;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Game;
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@@ -566,17 +568,12 @@ public class GameScene extends PixelScene {
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//Tutorial
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if (SPDSettings.intro()){
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if (Document.ADVENTURERS_GUIDE.isPageFound(Document.GUIDE_INTRO)){
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GLog.p(Messages.get(GameScene.class, "tutorial_guidebook"));
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flashForDocument(Document.ADVENTURERS_GUIDE, Document.GUIDE_INTRO);
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if (ControllerHandler.isControllerConnected()) {
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GLog.p(Messages.get(GameScene.class, "tutorial_move_controller"));
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} else if (SPDSettings.interfaceSize() == 0) {
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GLog.p(Messages.get(GameScene.class, "tutorial_move_mobile"));
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} else {
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if (ControllerHandler.isControllerConnected()) {
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GLog.p(Messages.get(GameScene.class, "tutorial_move_controller"));
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} else if (SPDSettings.interfaceSize() == 0) {
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GLog.p(Messages.get(GameScene.class, "tutorial_move_mobile"));
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} else {
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GLog.p(Messages.get(GameScene.class, "tutorial_move_desktop"));
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}
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GLog.p(Messages.get(GameScene.class, "tutorial_move_desktop"));
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}
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toolbar.visible = toolbar.active = false;
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status.visible = status.active = false;
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@@ -1117,7 +1114,9 @@ public class GameScene extends PixelScene {
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if (SPDSettings.interfaceSize() == 0){
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GLog.p(Messages.get(GameScene.class, "tutorial_ui_mobile"));
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} else {
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GLog.p(Messages.get(GameScene.class, "tutorial_ui_desktop"));
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GLog.p(Messages.get(GameScene.class, "tutorial_ui_desktop",
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KeyBindings.getKeyName(KeyBindings.getFirstKeyForAction(SPDAction.HERO_INFO, ControllerHandler.isControllerConnected())),
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KeyBindings.getKeyName(KeyBindings.getFirstKeyForAction(SPDAction.INVENTORY, ControllerHandler.isControllerConnected()))));
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}
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//clear hidden doors, it's floor 1 so there are only the entrance ones
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