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Hotkey Manager

Zay Arriaga edited this page Jul 24, 2026 · 16 revisions

System Summary

A script to handle key inputs corresponding to various actions.


Connected Systems

List of connecting/parent/subsystems.

Parent System:

Connecting System(s):


Related Controls

List of related controls.

General:

  • R: Rotate object being placed
  • Z: Use brush tool
  • X: Use box brush tool
  • C: Use cursor tool
  • F: Toggle Foreground/Background props
  • Ctrl-S: Export current level.
  • Enter: Goes into play mode.

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
  • 7: Stationary Enemy

Prop Keys:

  • 1-6: Props 1 to 6

Bugs

  • None

Feature List / Breakdown of Features

  • Hotkeys: Hotkeys exist for each tile, entity, prop, and tool for easy switching.

Important Variables

Name the most important variables, their type, and what their purpose is

  • 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.

Important Functions

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 / Risks

Future Work:

  1. More hotkeys may need to be added, especially when doing a more polish and quality of life focused passthrough.

Risks:

  • None

Miscellaneous Notes

  • None

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