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PS.keyDown = function (key, shift, ctrl, options) { | |
"use strict"; | |
// p was pressed - pause the game | |
if (key === 112) { | |
GAME.paused = !GAME.paused // flip the state, if it was paused, it's unpaused after this | |
PS.debug("Game is now paused: " + GAME.paused); | |
// not sure how PS works. I suspect you don't want to stop the timer here, but instead want to do that in code that is higher up | |
// i would iamgine the game controller would have access to the timer properties | |
} | |
// r was pressed, restart the game | |
if (key === 114) { | |
GAME.ending = true; | |
// again, I prefer not to call game-engine related functions down here. let the thing controlling the game know that the user | |
// wants to restart the game, and then let it figure out how to do that | |
} | |
} | |
// then, elswhere, in your rendering code: | |
// I don't know the interface, this is just a pseudocode-like example | |
GAME.renderingCode = function() { | |
// the order you hit these conditionals about game state matters - keep that in mind | |
if (GAME.restarting) { | |
GameSetup(); | |
return; | |
} | |
if (GAME.paused) { | |
PS.timerStop(sTimerID); | |
} | |
} |
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