Comments (2)
I don't like this idea, it seems to bloat the code size for no reason at all. Yes, FlxG
is a giant mess, but if you are going to screw over backwards compatibility like this anyway, you might as well create a new FlxInput
class. Personally, I prefer the way HaxeFlixel does it though:
FlxG.keyboard
FlxG.mouse
FlxG.keys
FlxG.touches
FlxG.gamepads
FlxG.android
There are tons of possibilities to clean up FlxG
in other ways (again, see HaxeFlixel).
from flixel.
FlxG
will be fine after the clean up #142.
I wouldn't do FlxG.input
, or do as @Gama11 says FlxInput
.
flixel-gdx https://gi1thub.com/flixel-gdx/flixel-gdx/blob/master/flixel-core/src/org/flixel/FlxG.java
only got two FlxG.mouse
and FlxG.keys
. Mouse
handles also the touches from mobile devices, so you won't need to type FlxG.mouse.justPressed
and FlxG.touch.justPressed
. It works for multi-touch as well.
The Gamepad
is currently a plugin and I think it will stay like that.
from flixel.
Related Issues (20)
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