PadPresses class final

The pad, as a screen reads it rather than as the game does.

Two things no simulation has a verb for: taking down a title card and starting a finished run over. All three games read them off the pad by hand, and none of them bound them to actions — deliberately, so the binding table holds only words the game logic actually reads. What they did not agree on was the rest of it.

A press is an edge. A player who dies with a thumb on Start would otherwise restart for ever, sixty times a second, and never see the screen that told them they died. The platformer and the racing game each kept a _padPressing flag for this; the dungeon kept one too and then offered the rebinding a held button rather than a pressed one, so a controller resting against something bound itself to whatever the panel was waiting for.

The settings are asked first, for the reason settingsKeys gives about the keyboard: a controller has to be remappable from the controller, which is the whole point for a player who has one of the two devices.

Constructors

PadPresses()

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
offer(PadInput pad, SettingsCubit settings, {PadButton? menuButton, void opening()?}) → bool
Offers this frame's press to settings, and says whether anything is left over for the screen.
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited