rename KeyAdjacency to KeyHelper and move is_adjacent to GameKey
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@ -195,6 +195,15 @@ func get_default_transform() -> Transform3D:
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return Transform3D(Quaternion.from_euler(_default_rotation), _default_position)
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func is_adjacent(to: GameKey) -> bool:
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return (
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KeyHelper.ADJACENCY_MAP.has(props.physical_keycode)
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and (
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to.props.physical_keycode in KeyHelper.ADJACENCY_MAP[props.physical_keycode]
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)
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)
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#endregion
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@ -437,7 +446,7 @@ func _on_keyboard_is_configuring_changed(value: bool) -> void:
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func _on_keyboard_player_key_changed(game_key: GameKey) -> void:
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_adjacency_light.visible = KeyAdjacency.is_adjacent(game_key, self)
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_adjacency_light.visible = is_adjacent(game_key)
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func _on_keyboard_player_finished_move(game_key: GameKey) -> void:
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@ -1,6 +1,6 @@
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class_name KeyAdjacency
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class_name KeyHelper
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const MAP: Dictionary[Key, Array] = {
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const ADJACENCY_MAP: Dictionary[Key, Array] = {
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KEY_1: [KEY_2, KEY_Q],
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KEY_2: [KEY_3, KEY_W, KEY_Q, KEY_1],
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KEY_3: [KEY_4, KEY_E, KEY_W, KEY_2],
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@ -49,10 +49,3 @@ const MAP: Dictionary[Key, Array] = {
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KEY_PERIOD: [KEY_L, KEY_SEMICOLON, KEY_SLASH, KEY_COMMA],
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KEY_SLASH: [KEY_SEMICOLON, KEY_APOSTROPHE, KEY_PERIOD],
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}
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static func is_adjacent(from: GameKey, to: GameKey) -> bool:
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return (
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MAP.has(from.props.physical_keycode)
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and (to.props.physical_keycode in KeyAdjacency.MAP[from.props.physical_keycode])
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)
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@ -101,11 +101,7 @@ func _finish_move(_interrupted: bool) -> void:
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#region event handlers
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func _on_keyboard_key_press_changed(game_key: GameKey, event: InputEventKey) -> void:
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if (
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event.is_pressed()
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and _current_key
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and KeyAdjacency.is_adjacent(_current_key, game_key)
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):
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if event.is_pressed() and _current_key and _current_key.is_adjacent(game_key):
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_move(game_key)
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#endregion
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