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examples/blocks/blocks: Unify the terms 'abstract' and 'virtual'
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5004fdcf02
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@ -232,7 +232,7 @@ func (s *GameScene) Update(state *GameState) error {
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if s.gameover {
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if s.gameover {
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) ||
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) ||
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anyGamepadAbstractButtonJustPressed(state.Input) {
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anyGamepadVirtualButtonJustPressed(state.Input) {
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state.SceneManager.GoTo(&TitleScene{})
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state.SceneManager.GoTo(&TitleScene{})
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}
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}
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return nil
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return nil
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@ -39,7 +39,7 @@ type TitleScene struct {
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count int
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count int
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}
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}
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func anyGamepadAbstractButtonJustPressed(i *Input) bool {
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func anyGamepadVirtualButtonJustPressed(i *Input) bool {
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if !i.gamepadConfig.IsInitialized() {
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if !i.gamepadConfig.IsInitialized() {
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return false
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return false
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}
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}
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@ -59,12 +59,12 @@ func (s *TitleScene) Update(state *GameState) error {
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return nil
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return nil
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}
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}
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if anyGamepadAbstractButtonJustPressed(state.Input) {
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if anyGamepadVirtualButtonJustPressed(state.Input) {
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state.SceneManager.GoTo(NewGameScene())
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state.SceneManager.GoTo(NewGameScene())
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return nil
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return nil
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}
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}
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// If 'abstract' gamepad buttons are not set and any gamepad buttons are pressed,
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// If 'virtual' gamepad buttons are not set and any gamepad buttons are pressed,
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// go to the gamepad configuration scene.
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// go to the gamepad configuration scene.
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if id := state.Input.GamepadIDButtonPressed(); id >= 0 {
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if id := state.Input.GamepadIDButtonPressed(); id >= 0 {
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g := &GamepadScene{}
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g := &GamepadScene{}
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