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-rw-r--r--samples/02_input_basics/01_keyboard/app/main.rb3
-rw-r--r--samples/02_input_basics/05_controller/app/main.rb2
2 files changed, 1 insertions, 4 deletions
diff --git a/samples/02_input_basics/01_keyboard/app/main.rb b/samples/02_input_basics/01_keyboard/app/main.rb
index ee5c8cf..3c5e1b4 100644
--- a/samples/02_input_basics/01_keyboard/app/main.rb
+++ b/samples/02_input_basics/01_keyboard/app/main.rb
@@ -4,8 +4,7 @@ APIs listing that haven't been encountered in a previous sample apps:
- args.inputs.keyboard.key_up.KEY: The value of the properties will be set
to the frame that the key_up event occurred (the frame correlates
- to args.state.tick_count). Otherwise the value will be nil. For a
- full listing of keys, take a look at mygame/documentation/06-keyboard.md.
+ to args.state.tick_count). Otherwise the value will be nil.
- args.state.PROPERTY: The state property on args is a dynamic
structure. You can define ANY property here with ANY type of
arbitrary nesting. Properties defined on args.state will be retained
diff --git a/samples/02_input_basics/05_controller/app/main.rb b/samples/02_input_basics/05_controller/app/main.rb
index 99cca15..c986fa9 100644
--- a/samples/02_input_basics/05_controller/app/main.rb
+++ b/samples/02_input_basics/05_controller/app/main.rb
@@ -7,8 +7,6 @@
If there is more than one controller being used, they can be differentiated by
using names like controller_one and controller_two.
- For a full listing of buttons, take a look at mygame/documentation/08-controllers.md.
-
Reminder:
- args.state.PROPERTY: The state property on args is a dynamic