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update readme and fix blast key on js update
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@ -9,7 +9,7 @@ The browser port supports touch controls, meaning it can be played on mobile dev
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### Marble Blast Platinum: [Play](https://mbphaxe.netlify.app/)
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### Marble Blast Platinum: [Play](https://mbphaxe.netlify.app/)
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## Windows
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## Windows
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### Marble Blast Gold: [Download](https://github.com/RandomityGuy/MBHaxe/releases/tag/1.1.2)
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### Marble Blast Gold: [Download](https://github.com/RandomityGuy/MBHaxe/releases/tag/1.1.2)
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### Marble Blast Platinum: [Download](https://github.com/RandomityGuy/MBHaxe/releases/tag/1.2.0)
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### Marble Blast Platinum: [Download](https://github.com/RandomityGuy/MBHaxe/releases/tag/1.3.0)
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# Why Haxe?
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# Why Haxe?
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I chose Haxe because its a good language that can target other languages, meaning any Haxe code can be converted and used in Python, C++, Java very easily so that nobody has to take effort in porting the code to different languages, atleast thats what my mindset was when I started it, but unfortunately because of the 3d engine I used, it only compiles to C and Javascript. You will have to isolate the engine specific features yourself if you want to use this for other programming languages.
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I chose Haxe because its a good language that can target other languages, meaning any Haxe code can be converted and used in Python, C++, Java very easily so that nobody has to take effort in porting the code to different languages, atleast thats what my mindset was when I started it, but unfortunately because of the 3d engine I used, it only compiles to C and Javascript. You will have to isolate the engine specific features yourself if you want to use this for other programming languages.
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@ -316,6 +316,9 @@ class Settings {
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if (optionsSettings.marbleShader == null) {
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if (optionsSettings.marbleShader == null) {
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optionsSettings.marbleShader = "Default";
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optionsSettings.marbleShader = "Default";
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}
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}
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if (controlsSettings.blast == null) {
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controlsSettings.blast = Key.E;
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}
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#end
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#end
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highscoreName = json.highscoreName;
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highscoreName = json.highscoreName;
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} else {
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} else {
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