remove comments
This commit is contained in:
+1
-16
@@ -1,18 +1,5 @@
|
||||
package inc
|
||||
|
||||
// screenNav — walking the deck with the arrow keys.
|
||||
//
|
||||
// The screens are connected — each one records where you can get to from it
|
||||
// (screen.exit.go) — but walking the map is the player's job, and a
|
||||
// screen whose beat is not written yet has nothing in it to walk towards. LEFT
|
||||
// and RIGHT step to the previous and next screen so the deck can be reviewed as
|
||||
// a deck: in concept-art order, wrapping at both ends. It is a tool for looking
|
||||
// at the game, not a way through it.
|
||||
//
|
||||
// It is deliberately inert whenever the game is actually doing something: no
|
||||
// stepping out of a cutscene, a menu, or a stopped world during dialogue. So
|
||||
// once a beat owns a screen, this cannot cut across it.
|
||||
|
||||
import (
|
||||
inkwell "git.teletypegames.org/engines/inkwell"
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
@@ -32,7 +19,7 @@ func (n *screenNav) Tick(ctx *inkwell.UICtx) {
|
||||
return
|
||||
}
|
||||
step := 0
|
||||
// inkwell's Input only covers the mouse; read the keys directly.
|
||||
|
||||
switch {
|
||||
case inpututil.IsKeyJustPressed(ebiten.KeyArrowRight):
|
||||
step = 1
|
||||
@@ -46,8 +33,6 @@ func (n *screenNav) Tick(ctx *inkwell.UICtx) {
|
||||
}
|
||||
}
|
||||
|
||||
// neighbour returns the screen step places from the current one, wrapping.
|
||||
// Registration order is the deck order — see screen.manager.go.
|
||||
func (n *screenNav) neighbour(g *inkwell.Game, step int) string {
|
||||
deck := g.SceneManager.Names()
|
||||
if len(deck) < 2 {
|
||||
|
||||
Reference in New Issue
Block a user