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
-5
View File
@@ -6,9 +6,6 @@ import (
inkwell "git.teletypegames.org/engines/inkwell"
)
// The mode must not leak into saved state: inkwell saves State.Vars but drops
// the in-flight script, so a save taken mid-cutscene would otherwise reload
// into a letterboxed, HUD-less game with nothing running.
func TestModeIsNotSavedState(t *testing.T) {
w := newWorld(inkwell.NewGame("t", 320, 200))
@@ -19,7 +16,6 @@ func TestModeIsNotSavedState(t *testing.T) {
}
}
// Slot 2, by contrast, is real game state and must be saved.
w.SetSlot2(ItemMysteryTape)
if w.G.State.Var(VarSlot2) != ItemMysteryTape {
t.Error("slot 2 is not in State.Vars")
@@ -29,7 +25,6 @@ func TestModeIsNotSavedState(t *testing.T) {
}
}
// The widget marks a tape as pending; the script consumes it — once.
func TestPendingIsConsumedOnce(t *testing.T) {
w := newWorld(inkwell.NewGame("t", 320, 200))
w.SetPending(ItemMysteryTape)