diff --git a/examples/blocks/blocks/gamescene.go b/examples/blocks/blocks/gamescene.go index 565a021bc..9bed83014 100644 --- a/examples/blocks/blocks/gamescene.go +++ b/examples/blocks/blocks/gamescene.go @@ -232,7 +232,7 @@ func (s *GameScene) Update(state *GameState) error { if s.gameover { if inpututil.IsKeyJustPressed(ebiten.KeySpace) || - anyGamepadAbstractButtonJustPressed(state.Input) { + anyGamepadVirtualButtonJustPressed(state.Input) { state.SceneManager.GoTo(&TitleScene{}) } return nil diff --git a/examples/blocks/blocks/titlescene.go b/examples/blocks/blocks/titlescene.go index e329ed3b3..eb442c438 100644 --- a/examples/blocks/blocks/titlescene.go +++ b/examples/blocks/blocks/titlescene.go @@ -39,7 +39,7 @@ type TitleScene struct { count int } -func anyGamepadAbstractButtonJustPressed(i *Input) bool { +func anyGamepadVirtualButtonJustPressed(i *Input) bool { if !i.gamepadConfig.IsInitialized() { return false } @@ -59,12 +59,12 @@ func (s *TitleScene) Update(state *GameState) error { return nil } - if anyGamepadAbstractButtonJustPressed(state.Input) { + if anyGamepadVirtualButtonJustPressed(state.Input) { state.SceneManager.GoTo(NewGameScene()) return nil } - // If 'abstract' gamepad buttons are not set and any gamepad buttons are pressed, + // If 'virtual' gamepad buttons are not set and any gamepad buttons are pressed, // go to the gamepad configuration scene. if id := state.Input.GamepadIDButtonPressed(); id >= 0 { g := &GamepadScene{}