{"author_name":"stepvhen","cat":"LD #27","comments":[],"epoch":1377354600,"likes":0,"metadata":{"p_key":"40182","p_author":"stepvhen","p_authorkey":"24992","p_urlkey":"75801","p_title":"SITREP","p_cat":"LD #27","p_event":"LD27","p_time":"1377354600","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"24992","us_name":"stepvhen","us_username":"stepvhen","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>Set up my framework to adjust to this new way I am handling input<br \/>\n Declared Factory methods for all the objects I will need<br \/>\n Implemented a small std::map for the various screens I will be using<\/p>\n <p>Really everything I have done except the Factory stuff should have been done before this, but everything I have made with this stuff so far hasn&#8217;t needed it. Also I am lazy.<\/p>\n <p>I still need to devise a better way to send messages from individual components to the game world, so I can do things like shift screens and retrieve scores and such. Right now global messages only happen on collisions (of which my game will more than likely have none).<\/p>\n <p>OK back to work. Writing input components.<\/p>","time":"August 24th, 2013 9:30 am","title":"SITREP"}