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Hotkey Manager
Andrew Hernandez edited this page Jun 30, 2026
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16 revisions
A script to handle key inputs corresponding to various actions.
List of connecting/parent/subsystems.
Parent System:
Connecting System(s):
List of related controls.
General:
- R: Rotate object being placed
- Z: Use brush tool
- X: Use box brush tool
- C: Use cursor tool
Tile Keys:
- 1: Solid
- 2: Hazard
- 3: One-Way
- 4: Ice
- 5: Sticky
- 6: Bounce
- 7: Death
- 8: Slope
Entity Keys:
- 1: Goal
- 2: Player
- 3: Coin
- 4: Patrolling Enemy
- 5: Shooting Enemy
- 6: Flying Enemy
Prop Keys:
- 1-6: Props 1 to 6
- None
- Hotkeys: Hotkeys exist for each tile, entity, prop, and tool for easy switching.
Name the most important variables, their type, and what their purpose is
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editorManager: Node2D= An exported reference to the editor manager. -
toolManager: Node2D= An exported reference to the tool manager. -
entityManager: Node2D= An exported reference to the entity manager.
Name of the most important functions, their parameters, and what they do.
-
func _unhandled_key_input(event: InputEvent) -> void: Takes in the input from the user to determine what hotkey they are currently using based on other states.
Future Work:
- More hotkeys may need to be added, especially when doing a more polish and quality of life focused passthrough.
Risks:
- None
- None
Resources
Known Issues
Future Work
Globals
Managers
- Main Menu Manager
- Master Manager
- Camera Manager
- Hotkey Manager
- Import Export Manager
- Audio Manager
- Animation Manager
- PopUp Manager
UI
Managers
- Editor Manager
- Tile Manager
- Entity Manager
- Icon Manager
- Preview Manager
- Tool Manager
- Asset Manager
- Custom Cursor Manager
Tiles & Entities
- Grid Lines
- Preview Line
- Tiles & Entities
- Enemies
- Patrolling Enemy
- Flying Enemy
- Shooting Enemy
- Stationary Enemy
- Moving Platform
- Property Editing
Asset Swapping
UI
Managers
Player