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Hook up ternary snake prototype#4

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Zychs wants to merge 2 commits into
godotfrom
codex/implement-tertiary-movement-vectoring-8rwxuw
Open

Hook up ternary snake prototype#4
Zychs wants to merge 2 commits into
godotfrom
codex/implement-tertiary-movement-vectoring-8rwxuw

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@Zychs

@Zychs Zychs commented Nov 16, 2025

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Summary

  • make the ternary snake scene the default main scene so the project runs straight into the prototype
  • add runtime input bindings (Q/E/Space) so turning and growth work without extra setup
  • refresh the README with accurate quick-start instructions and controls

Testing

  • not run (Godot editor/runtime not available in this environment)

Codex Task

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Comment thread straysnake/snake.gd
Comment on lines +43 to +55
func _ensure_default_actions() -> void:
var defaults := {
"ui_left": Key.KEY_Q,
"ui_right": Key.KEY_E,
"ui_accept": Key.KEY_SPACE,
}
for action in defaults.keys():
if not InputMap.has_action(action):
InputMap.add_action(action)
if InputMap.action_get_events(action).is_empty():
var evt := InputEventKey.new()
evt.physical_keycode = defaults[action]
InputMap.action_add_event(action, evt)

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P1 Badge Fails to bind Q/E keys when default actions already exist

_ensure_default_actions only appends a key binding when action_get_events returns empty. Godot projects ship with ui_left/ui_right actions pre-populated with arrow and WASD keys, so this check skips adding the new Q/E bindings advertised in the README. As a result, players who follow the instructions will find Q and E unresponsive unless they manually edit the Input Map. Consider checking whether the desired key is already registered for each action and adding it when missing rather than skipping whenever any binding exists.

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