Jeremy Penner
1e2de1dd99
Input events are now represented as maps containing the complete current state of the user's input devices. The update method is called with a timeline of all input events since the last call to update. This neatly solves the "stuck key" problem by making state transitions implicit. It also solves the problem of different game states (ie. in-game and paused with menu) dealing with input differently. If part of a game cares about keeping track of all of its input history, and part doesn't, they don't have to fight or know about each other. |
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res | ||
src/hottub | ||
.gitignore | ||
project.clj | ||
README |
# hottub FIXME: write description ## Usage FIXME: write ## License Copyright (C) 2013 FIXME Distributed under the Eclipse Public License, the same as Clojure.