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1 change: 1 addition & 0 deletions Globals/FunkEngineNameSpace.cs
Original file line number Diff line number Diff line change
Expand Up @@ -60,6 +60,7 @@ public enum Stages
Boss,
Quit,
Map,
Controls,
}

public class MapGrid
Expand Down
3 changes: 3 additions & 0 deletions Globals/StageProducer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,9 @@ public void TransitionStage(Stages nextStage, int nextRoomIdx = -1)
Config = MakeConfig(nextStage, nextRoomIdx);
GetTree().ChangeSceneToFile("res://scenes/BattleDirector/test_battle_scene.tscn");
break;
case Stages.Controls:
GetTree().ChangeSceneToFile("res://scenes/Remapping/Remap.tscn");
break;
case Stages.Chest:
Config = MakeConfig(nextStage, nextRoomIdx);
GetTree().ChangeSceneToFile("res://scenes/ChestScene/ChestScene.tscn");
Expand Down
9 changes: 8 additions & 1 deletion project.godot
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,6 @@ config_version=5

[application]

config/name="Funk Engine"
run/main_scene="res://scenes/SceneTransitions/TitleScreen.tscn"
config/features=PackedStringArray("4.3", "C#", "Forward Plus")
config/icon="res://scenes/BattleDirector/assets/Character1.png"
Expand All @@ -32,34 +31,42 @@ window/stretch/scale_mode="integer"

project/assembly_name="Funk Engine"

[game]

input_scheme="ARROWS"

[input]

arrowUp={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
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⚠️ Potential issue

Fix conflicting and unintuitive key mappings.

There are several issues with the key mappings:

  • arrowDown maps to 'W' which conflicts with arrowUp
  • The mapping of 'E' for up, 'Q' for left, and 'R' for right seems unintuitive

Consider this alternative mapping:

-physical_keycode":69,"key_label":0,"unicode":101 # 'E' for up
+physical_keycode":84,"key_label":0,"unicode":116 # 'T' for up
-physical_keycode":87,"key_label":0,"unicode":119 # 'W' for down (conflicts)
+physical_keycode":71,"key_label":0,"unicode":103 # 'G' for down
-physical_keycode":81,"key_label":0,"unicode":113 # 'Q' for left
+physical_keycode":70,"key_label":0,"unicode":102 # 'F' for left
-physical_keycode":82,"key_label":0,"unicode":114 # 'R' for right
+physical_keycode":72,"key_label":0,"unicode":104 # 'H' for right

Also applies to: 51-51, 58-58, 65-65

]
}
arrowDown={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":99,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
arrowLeft={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
]
}
arrowRight={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":86,"key_label":0,"unicode":118,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
]
}
Pause={
Expand Down
27 changes: 27 additions & 0 deletions scenes/NoteManager/scripts/InputHandler.cs
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,33 @@ private void InitializeArrowCheckers()
public override void _Ready()
{
InitializeArrowCheckers();
LoadControlScheme();
}

private void LoadControlScheme()
{
string scheme = ProjectSettings.HasSetting("game/input_scheme")
? (string)ProjectSettings.GetSetting("game/input_scheme")
: "ARROWS";
foreach (var arrow in Arrows)
{
var events = InputMap.ActionGetEvents(arrow.Key);
foreach (var inputEvent in events)
{
InputMap.ActionEraseEvent(arrow.Key, inputEvent);
}
}

var selectedScheme = ControlSchemes.Schemes[scheme];
foreach (var arrow in Arrows)
{
if (selectedScheme.ContainsKey(arrow.Key))
{
InputEventKey eventKey = new InputEventKey();
eventKey.Keycode = (Key)Enum.Parse(typeof(Key), selectedScheme[arrow.Key]);
InputMap.ActionAddEvent(arrow.Key, eventKey);
}
}
Comment on lines +76 to +85
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⚠️ Potential issue

Add null safety and error handling.

The code should handle cases where:

  1. The scheme doesn't exist in ControlSchemes.Schemes
  2. The enum parsing fails for invalid key values
-        var selectedScheme = ControlSchemes.Schemes[scheme];
+        if (!ControlSchemes.Schemes.TryGetValue(scheme, out var selectedScheme))
+        {
+            GD.PrintErr($"Control scheme '{scheme}' not found, defaulting to ARROWS");
+            selectedScheme = ControlSchemes.Schemes["ARROWS"];
+        }
         foreach (var arrow in Arrows)
         {
             if (selectedScheme.ContainsKey(arrow.Key))
             {
-                InputEventKey eventKey = new InputEventKey();
-                eventKey.Keycode = (Key)Enum.Parse(typeof(Key), selectedScheme[arrow.Key]);
-                InputMap.ActionAddEvent(arrow.Key, eventKey);
+                try
+                {
+                    InputEventKey eventKey = new InputEventKey();
+                    eventKey.Keycode = (Key)Enum.Parse(typeof(Key), selectedScheme[arrow.Key]);
+                    InputMap.ActionAddEvent(arrow.Key, eventKey);
+                }
+                catch (ArgumentException ex)
+                {
+                    GD.PrintErr($"Invalid key value '{selectedScheme[arrow.Key]}' for {arrow.Key}: {ex.Message}");
+                }
             }
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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
var selectedScheme = ControlSchemes.Schemes[scheme];
foreach (var arrow in Arrows)
{
if (selectedScheme.ContainsKey(arrow.Key))
{
InputEventKey eventKey = new InputEventKey();
eventKey.Keycode = (Key)Enum.Parse(typeof(Key), selectedScheme[arrow.Key]);
InputMap.ActionAddEvent(arrow.Key, eventKey);
}
}
if (!ControlSchemes.Schemes.TryGetValue(scheme, out var selectedScheme))
{
GD.PrintErr($"Control scheme '{scheme}' not found, defaulting to ARROWS");
selectedScheme = ControlSchemes.Schemes["ARROWS"];
}
foreach (var arrow in Arrows)
{
if (selectedScheme.ContainsKey(arrow.Key))
{
try
{
InputEventKey eventKey = new InputEventKey();
eventKey.Keycode = (Key)Enum.Parse(typeof(Key), selectedScheme[arrow.Key]);
InputMap.ActionAddEvent(arrow.Key, eventKey);
}
catch (ArgumentException ex)
{
GD.PrintErr($"Invalid key value '{selectedScheme[arrow.Key]}' for {arrow.Key}: {ex.Message}");
}
}
}

}

public override void _Process(double delta)
Expand Down
79 changes: 79 additions & 0 deletions scenes/Remapping/ControlSchemes.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,79 @@
using System.Collections.Generic;
using Godot;

public static class ControlSchemes
{
public static Dictionary<string, Dictionary<string, string>> Schemes = new Dictionary<
string,
Dictionary<string, string>
>()
{
{
"WASD",
new Dictionary<string, string>()
{
{ "arrowUp", "W" },
{ "arrowDown", "S" },
{ "arrowLeft", "A" },
{ "arrowRight", "D" },
}
},
{
"ARROWS",
new Dictionary<string, string>()
{
{ "arrowUp", "Up" },
{ "arrowDown", "Down" },
{ "arrowLeft", "Left" },
{ "arrowRight", "Right" },
}
},
{
"QWERT",
new Dictionary<string, string>()
{
{ "arrowUp", "E" },
{ "arrowDown", "W" },
{ "arrowLeft", "Q" },
{ "arrowRight", "R" },
}
},
};

public static Dictionary<string, Dictionary<string, string>> SpriteMappings = new Dictionary<
string,
Dictionary<string, string>
>()
{
{
"WASD",
new Dictionary<string, string>()
{
{ "left", "res://scenes/Remapping/assets/A_Key_Light.png" },
{ "right", "res://scenes/Remapping/assets/D_Key_Light.png" },
{ "up", "res://scenes/Remapping/assets/W_Key_Light.png" },
{ "down", "res://scenes/Remapping/assets/S_Key_Light.png" },
}
},
{
"ARROWS",
new Dictionary<string, string>()
{
{ "left", "res://scenes/Remapping/assets/Arrow_Left_Key_Light.png" },
{ "right", "res://scenes/Remapping/assets/Arrow_Right_Key_Light.png" },
{ "up", "res://scenes/Remapping/assets/Arrow_Up_Key_Light.png" },
{ "down", "res://scenes/Remapping/assets/Arrow_Down_Key_Light.png" },
}
},
{
"QWERT",
new Dictionary<string, string>()
{
{ "left", "res://scenes/Remapping/assets/Q_Key_Light.png" },
{ "right", "res://scenes/Remapping/assets/R_Key_Light.png" },
{ "up", "res://scenes/Remapping/assets/E_Key_Light.png" },
{ "down", "res://scenes/Remapping/assets/W_Key_Light.png" },
}
},
};
}
65 changes: 65 additions & 0 deletions scenes/Remapping/ControlSettings.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,65 @@
using System;
using Godot;

public partial class ControlSettings : Node2D
{
[Export]
public Sprite2D leftKey;

[Export]
public Sprite2D rightKey;

[Export]
public Sprite2D upKey;

[Export]
public Sprite2D downKey;

public override void _Ready()
{
GetNode<Button>("Panel/WASDButton").Connect("pressed", Callable.From(OnWASDButtonPressed));
GetNode<Button>("Panel/ArrowButton")
.Connect("pressed", Callable.From(OnArrowButtonPressed));
GetNode<Button>("Panel/QWERTButton")
.Connect("pressed", Callable.From(OnQWERTButtonPressed));

string scheme = ProjectSettings.HasSetting("game/input_scheme")
? (string)ProjectSettings.GetSetting("game/input_scheme")
: "ARROWS";
ChangeKeySprites(scheme);
}

private void OnWASDButtonPressed()
{
GetNode<Label>("Panel/Label").Text = "WASD Selected";
ProjectSettings.SetSetting("game/input_scheme", "WASD");
ProjectSettings.Save();
ChangeKeySprites("WASD");
}

private void OnArrowButtonPressed()
{
GetNode<Label>("Panel/Label").Text = "Arrow Selected";
ProjectSettings.SetSetting("game/input_scheme", "ARROWS");
ProjectSettings.Save();
ChangeKeySprites("ARROWS");
}

private void OnQWERTButtonPressed()
{
GetNode<Label>("Panel/Label").Text = "QWERT Selected";
ProjectSettings.SetSetting("game/input_scheme", "QWERT");
ProjectSettings.Save();
ChangeKeySprites("QWERT");
}

private void ChangeKeySprites(string scheme)
{
var selectedScheme = ControlSchemes.SpriteMappings[scheme];
GD.Print(scheme);
leftKey.Texture = GD.Load<Texture2D>(selectedScheme["left"]);
rightKey.Texture = GD.Load<Texture2D>(selectedScheme["right"]);
upKey.Texture = GD.Load<Texture2D>(selectedScheme["up"]);
downKey.Texture = GD.Load<Texture2D>(selectedScheme["down"]);
Comment on lines +58 to +63
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🛠️ Refactor suggestion

Add error handling for sprite mappings.

The code assumes the scheme exists in SpriteMappings and all required textures can be loaded, which could lead to runtime errors.

Add error handling:

 private void ChangeKeySprites(string scheme)
 {
+    if (!ControlSchemes.SpriteMappings.ContainsKey(scheme))
+    {
+        GD.PrintErr($"Unknown control scheme: {scheme}");
+        return;
+    }
     var selectedScheme = ControlSchemes.SpriteMappings[scheme];
-    GD.Print(scheme);
+    try
+    {
         leftKey.Texture = GD.Load<Texture2D>(selectedScheme["left"]);
         rightKey.Texture = GD.Load<Texture2D>(selectedScheme["right"]);
         upKey.Texture = GD.Load<Texture2D>(selectedScheme["up"]);
         downKey.Texture = GD.Load<Texture2D>(selectedScheme["down"]);
+    }
+    catch (Exception e)
+    {
+        GD.PrintErr($"Failed to load textures for scheme {scheme}: {e.Message}");
+    }
 }
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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
var selectedScheme = ControlSchemes.SpriteMappings[scheme];
GD.Print(scheme);
leftKey.Texture = GD.Load<Texture2D>(selectedScheme["left"]);
rightKey.Texture = GD.Load<Texture2D>(selectedScheme["right"]);
upKey.Texture = GD.Load<Texture2D>(selectedScheme["up"]);
downKey.Texture = GD.Load<Texture2D>(selectedScheme["down"]);
private void ChangeKeySprites(string scheme)
{
if (!ControlSchemes.SpriteMappings.ContainsKey(scheme))
{
GD.PrintErr($"Unknown control scheme: {scheme}");
return;
}
var selectedScheme = ControlSchemes.SpriteMappings[scheme];
try
{
leftKey.Texture = GD.Load<Texture2D>(selectedScheme["left"]);
rightKey.Texture = GD.Load<Texture2D>(selectedScheme["right"]);
upKey.Texture = GD.Load<Texture2D>(selectedScheme["up"]);
downKey.Texture = GD.Load<Texture2D>(selectedScheme["down"]);
}
catch (Exception e)
{
GD.PrintErr($"Failed to load textures for scheme {scheme}: {e.Message}");
}
}

}
}
140 changes: 140 additions & 0 deletions scenes/Remapping/Remap.tscn
Original file line number Diff line number Diff line change
@@ -0,0 +1,140 @@
[gd_scene load_steps=9 format=3 uid="uid://bew23sumjs0fg"]

[ext_resource type="Script" path="res://scenes/Remapping/ControlSettings.cs" id="1_ir12b"]
[ext_resource type="Script" path="res://scenes/Remapping/ControlSchemes.cs" id="1_n6sxo"]
[ext_resource type="Script" path="res://scenes/SceneTransitions/scripts/SceneChange.cs" id="2_oippk"]
[ext_resource type="Texture2D" uid="uid://xtygvpk7s8e4" path="res://scenes/NoteManager/assets/outline_white.png" id="4_se2m3"]
[ext_resource type="Texture2D" uid="uid://cr6wtf6j6dcfg" path="res://scenes/Remapping/assets/Arrow_Left_Key_Light.png" id="5_xn13c"]
[ext_resource type="Texture2D" uid="uid://q14p8ypgc43t" path="res://scenes/Remapping/assets/Arrow_Down_Key_Light.png" id="6_qrl0g"]
[ext_resource type="Texture2D" uid="uid://p06451gq2ujc" path="res://scenes/Remapping/assets/Arrow_Up_Key_Light.png" id="7_1a2jy"]
[ext_resource type="Texture2D" uid="uid://dvlekute37smy" path="res://scenes/Remapping/assets/Arrow_Right_Key_Light.png" id="8_o7swo"]

[node name="Remap" type="Node2D" node_paths=PackedStringArray("leftKey", "rightKey", "upKey", "downKey")]
script = ExtResource("1_ir12b")
leftKey = NodePath("Panel/Control/LeftRemap")
rightKey = NodePath("Panel/Control/RightRemap")
upKey = NodePath("Panel/Control/UpRemap")
downKey = NodePath("Panel/Control/DownRemap")

[node name="Panel" type="Panel" parent="."]
offset_left = 4.0
offset_top = 4.0
offset_right = 638.0
offset_bottom = 346.0
script = ExtResource("1_n6sxo")

[node name="Label" type="Label" parent="Panel"]
layout_mode = 2
offset_top = 9.0
offset_right = 642.0
offset_bottom = 32.0
text = "Choose Control Scheme"
horizontal_alignment = 1

[node name="WASDButton" type="Button" parent="Panel"]
layout_mode = 2
offset_left = 453.0
offset_top = 66.0
offset_right = 558.0
offset_bottom = 97.0
text = "WASD"

[node name="ArrowButton" type="Button" parent="Panel"]
layout_mode = 0
offset_left = 458.0
offset_top = 111.0
offset_right = 554.0
offset_bottom = 142.0
text = "Arrow Keys"

[node name="QWERTButton" type="Button" parent="Panel"]
layout_mode = 0
offset_left = 459.0
offset_top = 152.0
offset_right = 555.0
offset_bottom = 183.0
text = "QWER"

Comment on lines +50 to +57
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⚠️ Potential issue

Fix inconsistent button label.

The button is labeled as "QWER" but the code in ControlSettings.cs uses "QWERT" as the scheme identifier.

Either update the button text to match the scheme or update the scheme identifier in the code:

-text = "QWER"
+text = "QWERT"
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
[node name="QWERTButton" type="Button" parent="Panel"]
layout_mode = 0
offset_left = 459.0
offset_top = 152.0
offset_right = 555.0
offset_bottom = 183.0
text = "QWER"
[node name="QWERTButton" type="Button" parent="Panel"]
layout_mode = 0
offset_left = 459.0
offset_top = 152.0
offset_right = 555.0
offset_bottom = 183.0
text = "QWERT"

[node name="TitleButton" type="Button" parent="Panel"]
layout_mode = 0
offset_left = 431.0
offset_top = 291.0
offset_right = 607.0
offset_bottom = 322.0
text = "Return to Title Screen"
script = ExtResource("2_oippk")

[node name="Control" type="Control" parent="Panel"]
layout_mode = 3
anchors_preset = 0
offset_left = -4.0
offset_top = -4.0
offset_right = 36.0
offset_bottom = 36.0

[node name="Right" type="Sprite2D" parent="Panel/Control"]
position = Vector2(67, 85)
rotation = -3.14159
texture = ExtResource("4_se2m3")

[node name="Left" type="Sprite2D" parent="Panel/Control"]
position = Vector2(67, 139)
rotation = 1.5708
texture = ExtResource("4_se2m3")

[node name="Up" type="Sprite2D" parent="Panel/Control"]
position = Vector2(67, 196)
rotation = -1.5708
texture = ExtResource("4_se2m3")

[node name="Down" type="Sprite2D" parent="Panel/Control"]
position = Vector2(68, 249)
texture = ExtResource("4_se2m3")

[node name="Label" type="Label" parent="Panel/Control"]
offset_left = 95.0
offset_top = 74.0
offset_right = 108.0
offset_bottom = 97.0
text = "="

[node name="Label2" type="Label" parent="Panel/Control"]
offset_left = 94.0
offset_top = 128.0
offset_right = 107.0
offset_bottom = 151.0
text = "="

[node name="Label3" type="Label" parent="Panel/Control"]
offset_left = 96.0
offset_top = 187.0
offset_right = 109.0
offset_bottom = 210.0
text = "="

[node name="Label4" type="Label" parent="Panel/Control"]
offset_left = 96.0
offset_top = 239.0
offset_right = 109.0
offset_bottom = 262.0
text = "="

[node name="LeftRemap" type="Sprite2D" parent="Panel/Control"]
position = Vector2(147, 87)
scale = Vector2(0.62, 0.62)
texture = ExtResource("5_xn13c")

[node name="DownRemap" type="Sprite2D" parent="Panel/Control"]
position = Vector2(148, 139)
scale = Vector2(0.62, 0.62)
texture = ExtResource("6_qrl0g")

[node name="UpRemap" type="Sprite2D" parent="Panel/Control"]
position = Vector2(148, 197)
scale = Vector2(0.62, 0.62)
texture = ExtResource("7_1a2jy")

[node name="RightRemap" type="Sprite2D" parent="Panel/Control"]
position = Vector2(150, 255)
scale = Vector2(0.62, 0.62)
texture = ExtResource("8_o7swo")
Binary file added scenes/Remapping/assets/A_Key_Light.png
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