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Turn-Based vs. Real-Time Modes #12

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capnmikey opened this issue Jan 26, 2016 · 2 comments
Closed

Turn-Based vs. Real-Time Modes #12

capnmikey opened this issue Jan 26, 2016 · 2 comments

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@capnmikey
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Determine where and how to handle these two fundamentally different styles of rogue-likes.

@v4nz666
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v4nz666 commented Feb 2, 2016

See #17. I think, given the current state of things, with tickHandlers, and inputHandlers, this would be trivial to just implement, in either mode. it's just a matter or whether you register your World.tick (or equivalent) method as a tick handler, or call it yourself, explicitly, at the end of a player turn (say, after the player moves/picks up an item).

@v4nz666
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v4nz666 commented Feb 3, 2016

Nothing to really do here. Closing.

@v4nz666 v4nz666 closed this as completed Feb 3, 2016
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