on computer changes a bit how control works #231
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the different skills are hard to use in this game, instead of changing the currently selected weapons, each weapon will have a touch that directly triggers it. Q for bombs, E for lasers, space for dash
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34e2520."The currently selected weapons" names a real mechanism:
MouseCombatController(#80) has number keys that select which weapon a click fires. That is two acts for one shot, and the selection is invisible unless you look at the buttons — which is what made the abilities hard to use.Q, E and space now fire the gas bomb, the laser and the dash outright, wherever the mouse already points. It goes through
fire_at(), the same public entry the click path uses, so every guard comes with it — no hull ready, cannot afford the shot, a panel over the button. The number keys stay: they are not what this ticket is about, and removing them would take the click path's abilities with them.One thing the ticket did not mention and I had to decide. Q and E were already bound — they pivot the formation. The pivot pair moved to Z and C, one row under the movement keys and still left-hand. That is a change to a control you may use constantly, and the part to push back on if it is wrong.
test_keyboard_inputspelled Q and E out and so reported a broken pivot when the pivot was fine. It readsKEY_PIVOT_CW/CCWoff the controller now, and additionally asserts the pair is not bound to an ability key — the failure that would actually matter.The new test initially passed while proving nothing: it called
fire_at()directly rather than pushing key events. It now drives_unhandled_inputwith realInputEventKeys and has a negative case for an unbound key. Rebinding Q to J fails it.