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| author | Martin Kagamino Lehoux <martin@lehoux.net> | 2026-05-07 12:07:02 +0200 |
|---|---|---|
| committer | Martin Kagamino Lehoux <martin@lehoux.net> | 2026-05-07 12:07:02 +0200 |
| commit | 20abde4dd780b51840e3498336bf907f0fd9164c (patch) | |
| tree | a00d0fd7997651a1123bfbc9ccecb29d39615f1d /README.md | |
| parent | 5c2d9ea10c9ed41fee41067c6d0d8d7fade8297c (diff) | |
Add Input abstraction between ebiten and simulation update
Introduces Input snapshot struct collected once per tick via CollectInput,
and UpdateSimulation(Input) as the ebiten-free simulation entrypoint.
Integration tests now drive the game through simulated inputs rather than
direct method calls.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 4 |
1 files changed, 2 insertions, 2 deletions
@@ -4,7 +4,7 @@ ## Testing -- **Integration tests** Use `Update()` to run N ticks. +- **Integration tests** Use `UpdateSimulation(Input{...})` to drive ticks with simulated inputs — no ebiten runtime needed. - **Performance benchmarks** ## TODO @@ -21,7 +21,7 @@ - [ ] ecs: bitfield for fast checking - [ ] ecs: rename to systems - [ ] perf: measure frame budget -- [ ] abstraction between ebiten and update to handle inputs in a simulation? +- [x] abstraction between ebiten and update to handle inputs in a simulation - [ ] getMoveMap could be a maintained index - [ ] entityAt could be a maintained index |
