Moved alternate jack-o-lantern throw key to enter. No more conflicts with volume keys.

This commit is contained in:
Storm Dragon
2025-02-24 04:03:51 -05:00
parent 491096027d
commit 8f4fb7f3bb
2 changed files with 2 additions and 2 deletions

View File

@@ -18,7 +18,7 @@ s or down arrow: Duck.
tab or capslock: Toggle run lock. tab or capslock: Toggle run lock.
Control: Attack. Control: Attack.
Space or shift: Hold to run if runlock is disabled. If run lock is enabled, hold to walk. Space or shift: Hold to run if runlock is disabled. If run lock is enabled, hold to walk.
f or alt: Throw jack O'lantern. f or enter: Throw jack O'lantern.
c: Check bone dust. c: Check bone dust.
e: Check currently wielded weapon. e: Check currently wielded weapon.
h: Check health. h: Check health.

View File

@@ -113,7 +113,7 @@ class WickedQuest:
speak(f"{player.get_lives()} lives") speak(f"{player.get_lives()} lives")
if keys[pygame.K_j]: # Check jack o'lanterns if keys[pygame.K_j]: # Check jack o'lanterns
speak(f"{player.get_jack_o_lanterns()} jack o'lanterns") speak(f"{player.get_jack_o_lanterns()} jack o'lanterns")
if keys[pygame.K_f] or keys[pygame.K_LALT] or keys[pygame.K_RALT]: if keys[pygame.K_f] or keys[pygame.K_RETURN]:
currentTime = pygame.time.get_ticks() currentTime = pygame.time.get_ticks()
if currentTime - self.lastThrowTime >= self.throwDelay: if currentTime - self.lastThrowTime >= self.throwDelay:
self.currentLevel.throw_projectile() self.currentLevel.throw_projectile()