fix(input): require plus to start players

Remove the Enter shortcut so the start flow matches the original plus-key handler. Use the recovered player-add sound resource for both the first and subsequent players.

Test Plan:
- cargo fmt --check
- cargo test
- cargo clippy --all-targets --all-features -- -D warnings
- git diff --cached --check
This commit is contained in:
2026-08-22 18:50:55 +02:00
parent 16c055eec6
commit b7326f7a13
2 changed files with 4 additions and 7 deletions
+1 -1
View File
@@ -51,7 +51,7 @@ and `claw-18`; `--seed N` fixes random choices for later seeded scenarios.
| Action | Original key | Additional modern key | | Action | Original key | Additional modern key |
| --- | --- | --- | | --- | --- | --- |
| Start game / add up to 4 players | `+` | `=` or Enter starts one player | | Start game / add up to 4 players | `+` | `=` uses the same main-keyboard key |
| Charge launcher | Hold Down arrow, release to launch | - | | Charge launcher | Hold Down arrow, release to launch | - |
| Left flipper | Left Ctrl | `A` or Left arrow | | Left flipper | Left Ctrl | `A` or Left arrow |
| Right flipper | Keypad Enter | Right Ctrl, `D`, or Right arrow | | Right flipper | Keypad Enter | Right Ctrl, `D`, or Right arrow |
+3 -6
View File
@@ -150,13 +150,10 @@ impl App {
} }
fn update_attract(&mut self) { fn update_attract(&mut self) {
if is_key_pressed(KeyCode::KpAdd) if is_key_pressed(KeyCode::KpAdd) || is_key_pressed(KeyCode::Equal) {
|| is_key_pressed(KeyCode::Equal)
|| is_key_pressed(KeyCode::Enter)
{
self.game = Some(Game::new(1)); self.game = Some(Game::new(1));
self.screen = Screen::Playing; self.screen = Screen::Playing;
self.assets.play(2008, self.saved.settings.sounds); self.assets.play(2001, self.saved.settings.sounds);
} }
} }
@@ -167,7 +164,7 @@ impl App {
.as_mut() .as_mut()
.is_some_and(Game::add_player_before_launch) .is_some_and(Game::add_player_before_launch)
{ {
self.assets.play(2012, self.saved.settings.sounds); self.assets.play(2001, self.saved.settings.sounds);
} }
let left_flipper = is_key_down(KeyCode::LeftControl) let left_flipper = is_key_down(KeyCode::LeftControl)
|| is_key_down(KeyCode::A) || is_key_down(KeyCode::A)