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Timing Mechanism for Pausing/Unpausing game #8
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A global timer was used. It gets reset after each update step in the core game loop. Scenes will inject a |
Another learning experience here is that SDL_USEREVENT. CoffeeMaker has some additional event loop implementation that looks to be a bit naive. I'd rather take advantage of SDL's event loop instead. SDL_USEREVENT gives CoffeeMaker that option. So far with the working PR, I have 4 generic Game events.
These events, along side a |
CoffeeMaker needs a way to pause/unpause the game. I think that the best way to do this will be to leverage timers. All game entities will use a game timer to progress their state. When the game is paused so too will the game entities.
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