Execute BlockGame game actions only if _running is true, added localization functions and italian strings to the blockgame UI (#2601)
* BlockGamePlayerAction are only executed if _running is true, added italian localization file for blockgame UI * Added localization functions and files for BlockGame arcade. Removed unused public variable added in the previous commit. * Added new line to end of file blockgame.yml * Update Content.Client/Arcade/BlockGameMenu.cs Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Moved EndLeft,EndRight and SoftdropEnd actions out of the condition as per suggestion by Paul. * Added Loc.GetString() to "Nanotrasen" and "Nanotrasen Block Game" to enable transliteration of the name in other alphabets as per suggestion of Remie. Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
@@ -538,36 +538,46 @@ namespace Content.Server.GameObjects.Components.Arcade
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public void ProcessInput(BlockGamePlayerAction action)
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{
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if (_running)
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{
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switch (action)
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{
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case BlockGamePlayerAction.StartLeft:
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_leftPressed = true;
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break;
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case BlockGamePlayerAction.StartRight:
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_rightPressed = true;
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break;
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case BlockGamePlayerAction.Rotate:
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TrySetRotation(Next(_currentRotation, false));
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break;
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case BlockGamePlayerAction.CounterRotate:
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TrySetRotation(Next(_currentRotation, true));
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break;
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case BlockGamePlayerAction.SoftdropStart:
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_softDropPressed = true;
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if (_accumulatedFieldFrameTime > Speed) _accumulatedFieldFrameTime = Speed; //to prevent jumps
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break;
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case BlockGamePlayerAction.Harddrop:
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PerformHarddrop();
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break;
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case BlockGamePlayerAction.Hold:
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HoldPiece();
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break;
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}
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}
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switch (action)
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{
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case BlockGamePlayerAction.StartLeft:
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_leftPressed = true;
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break;
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case BlockGamePlayerAction.EndLeft:
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_leftPressed = false;
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break;
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case BlockGamePlayerAction.StartRight:
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_rightPressed = true;
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break;
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case BlockGamePlayerAction.EndRight:
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_rightPressed = false;
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break;
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case BlockGamePlayerAction.Rotate:
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TrySetRotation(Next(_currentRotation, false));
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break;
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case BlockGamePlayerAction.CounterRotate:
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TrySetRotation(Next(_currentRotation, true));
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break;
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case BlockGamePlayerAction.SoftdropStart:
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_softDropPressed = true;
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if (_accumulatedFieldFrameTime > Speed) _accumulatedFieldFrameTime = Speed; //to prevent jumps
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break;
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case BlockGamePlayerAction.SoftdropEnd:
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_softDropPressed = false;
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break;
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case BlockGamePlayerAction.Harddrop:
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PerformHarddrop();
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break;
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case BlockGamePlayerAction.Pause:
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_running = false;
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_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Pause, _started));
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@@ -579,9 +589,6 @@ namespace Content.Server.GameObjects.Components.Arcade
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_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Game));
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}
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break;
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case BlockGamePlayerAction.Hold:
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HoldPiece();
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break;
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case BlockGamePlayerAction.ShowHighscores:
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_running = false;
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_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Highscores, _started));
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