_jump_p = ingame.kcp("Z") || ingame.kcp("K"); _jump_r = ingame.kcr("Z") || ingame.kcr("K"); _left = ingame.kc("A") || ingame.kc(vk_left); _right = ingame.kc("D") || ingame.kc(vk_right); _up = ingame.kc("W") || ingame.kc(vk_up); _down = ingame.kc("S") || ingame.kc(vk_down); _dash = ingame.kcp("C") || ingame.kcp("L"); _attack = ingame.kcp("X") || ingame.kcp("J"); /**/ _newgame = title.kcp(vk_space); _continue = title.kcp(vk_enter); _quitgame = title.kcp(vk_escape); _return = ingame.kcp(vk_backspace); if global.developer_mode && room == rTitle { if oInput._newgame { oInput.title.destroy(); global.save_data = get_default_save_data(); room_goto(asset_get_index(global.save_data.world.current_room)); global.in_game_manager = icl(oInGameManager); } if oInput._continue { oInput.title.destroy(); load_game_from_disk(); room_goto(asset_get_index(global.save_data.world.current_room)); global.in_game_manager = icl(oInGameManager); } if oInput._quitgame game_end(); } if global.developer_mode && room != rTitle if oInput._return { save_game_to_disk(); room_goto(rTitle); with(global.camera) instance_destroy(); with(global.player) instance_destroy(); with(oInput) { title = new input_handle("title", 10); } }