Comments (18)
Key bindings can (will) be adjusted in the menu. Sounds good otherwise.
from minecraft.
Great :)
I start working on it right now!
I will however implement key bindings with names, since it's fairly easy. Something like:
default_key_bindings = {
'move_forward': key.W,
'move_backward': key.S,
[…]
}
for control, default in default_key_bindings.items():
key_name = config.get('Controls', control)
key_code = getattr(key, key_name, None)
if key_code is None:
# Handles cases like pyglet.window.key._1
key_code = getattr(key, '_' + key_name, default)
OK?
from minecraft.
Do it!
from minecraft.
Two first steps achieved with 961a1ed and cc1de58.
I also found out why some parameters were ignored (like "disable-save" or "game-mode") since a few days. Overriding global variables was messy. I fixed it. The lesson I learned is to never use the "global" keyword or "from globals import *" again.
from minecraft.
global keyword is bad in pretty much every language (that I used), hence why I tried to move as much as I could into config object. Not sure about "from globals import *" tho?
from minecraft.
Only reason I can think of is if you import * you can't then set the imported variables, because they'll only be set in the local scope instead of at the globals.py module level.
from minecraft.
Yeah, just figured it out. You basically import everything from global into the local scope, so what was globals.SOME_VARIABLE is now local_scope.SOME_VARIABLE. Makes sense.
from minecraft.
@tfaris is right. That's why we lost all the settings that were using global
. And if we consider that we can use from globals import *
to read variables and import globals
to set them, this makes 2 ways to use these variables, which will mislead everyone (as it was the case).
from minecraft.
One more step achieved with 98d7747 and dd1e3e7.
from minecraft.
Damn. ok, so should i start editing like crazy on my end, or ... yeah, i want to keep the blocks that i did today, and toolset, but how can i update to what you have here?
Or should i just wait a it more?
from minecraft.
I'm still working on this whole issue. Have you committed your changes? If not, do it.
Then you can fetch my changes to your repository using git pull
. If there is a conflict, you will have to fix the changes to merge our changes. Then, test the game. If it doesn't work, try to fix it. If you don't know how to fix it or even if it works, do a pull request, so we can see what to do.
You know, maybe you should ask for a PyCharm license (or at least try it for 30 days). PyCharm tells you when you make obvious mistakes and eases git a lot. This could really help you.
from minecraft.
(Oh god, the last part of my previous message looked like I was trying to convince you to go to a retirement home ^^")
from minecraft.
LOL! No, it is ok! I have PyCharm installed now, going to use it for a week to see hwow i like it :D
from minecraft.
Sorry, I can't help you as I only use command line. I find it easier than any 3rd party client. You just do:
git pull
(to fetch the latest revision)
git commit -a -m "Commit message"
(to commit your changes)
git push origin master
(to push changes to github)
from minecraft.
Two more steps: cf0ccd6 & a5e6a98
from minecraft.
One major step: 3b66650.
Only one thing left: move command-line parameters width
, height
, show-gui
, draw-distance
, fullscreen
, save-mode
& motion-blur
to game.cfg.
from minecraft.
More steps: 1c56c4b, 7d49348, 579dfd6, 8699a6e, 6adee76, 103781b & 8a60d99.
from minecraft.
Final steps: 688c50e & d2f95f6.
from minecraft.
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