From 2f26869b4f430c58b5c74e5c5a7717abef6f1c9c Mon Sep 17 00:00:00 2001 From: Lokathor Date: Mon, 24 Dec 2018 12:11:08 -0700 Subject: [PATCH] key input clarity --- book/src/04-non-video/01-buttons.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/book/src/04-non-video/01-buttons.md b/book/src/04-non-video/01-buttons.md index 899eb93..586f6c3 100644 --- a/book/src/04-non-video/01-buttons.md +++ b/book/src/04-non-video/01-buttons.md @@ -62,8 +62,8 @@ Note that the current `KEYINPUT` value changes in real time as the user presses or releases the buttons. To account for this, it's best to read the value just once per game frame and then use that single value as if it was the input across the whole frame. If you've worked with polling input before that should sound -totally normal, but if not just always remember to gather the input once per -frame and then use that value across the whole frame. +totally normal. If not, just remember to call `read_key_input` once per frame +and then use that `KeyInput` value across the whole frame. ### Detecting New Presses