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
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, {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