remove comments

This commit is contained in:
2026-08-29 23:27:15 +02:00
parent ec48cd6b37
commit 954bd762f7
84 changed files with 111 additions and 838 deletions
+1 -16
View File
@@ -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 {