examples/blocks/blocks: Unify the terms 'abstract' and 'virtual'

This commit is contained in:
Hajime Hoshi 2021-07-20 03:02:37 +09:00
parent 5004fdcf02
commit d32b58d050
2 changed files with 4 additions and 4 deletions

View File

@ -232,7 +232,7 @@ func (s *GameScene) Update(state *GameState) error {
if s.gameover { if s.gameover {
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || if inpututil.IsKeyJustPressed(ebiten.KeySpace) ||
anyGamepadAbstractButtonJustPressed(state.Input) { anyGamepadVirtualButtonJustPressed(state.Input) {
state.SceneManager.GoTo(&TitleScene{}) state.SceneManager.GoTo(&TitleScene{})
} }
return nil return nil

View File

@ -39,7 +39,7 @@ type TitleScene struct {
count int count int
} }
func anyGamepadAbstractButtonJustPressed(i *Input) bool { func anyGamepadVirtualButtonJustPressed(i *Input) bool {
if !i.gamepadConfig.IsInitialized() { if !i.gamepadConfig.IsInitialized() {
return false return false
} }
@ -59,12 +59,12 @@ func (s *TitleScene) Update(state *GameState) error {
return nil return nil
} }
if anyGamepadAbstractButtonJustPressed(state.Input) { if anyGamepadVirtualButtonJustPressed(state.Input) {
state.SceneManager.GoTo(NewGameScene()) state.SceneManager.GoTo(NewGameScene())
return nil 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. // go to the gamepad configuration scene.
if id := state.Input.GamepadIDButtonPressed(); id >= 0 { if id := state.Input.GamepadIDButtonPressed(); id >= 0 {
g := &GamepadScene{} g := &GamepadScene{}