Comments (2)
I realized that the switch
function returns the results of enter
on the new gamestate, so maybe that can still be called right away, with only leave
being called in the next loop?
EDIT: but this results in the potential for multiple enter
s and inits
to be called, with only one leave
being called, which could also cause resource leaking.
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See comment to #16
from hump.
Related Issues (20)
- Documentation typo HOT 1
- Documentation typo in "gamestate" HOT 1
- Timer: After caching timers "to_update", timer:cancel() doesn't apply until next timer:update() HOT 1
- Vector unexpected symbol HOT 1
- bug HOT 4
- [hump.gamestate] textinput callback doesn't work properly HOT 3
- Camera documentation missing explanation about some parameters - worldCoords
- LOVE 11.0 requires extra arguments to setCanvas() at times
- Some minor things outlined in a forum post HOT 1
- hump.signal - crashes when sending "clear", "remove" or any other signals that share a name with a Registry function name. HOT 1
- Is there any maintainer for this repo? HOT 9
- Do I have to manually clear used timers? HOT 1
- [hump.timer] Subject values are not precise to targets after timer has completed HOT 6
- docs: camera:attach doesn't have any of its arguments listed in the docs
- Arguments to atan2 are reversed HOT 1
- [hump.timer] freeze timer HOT 1
- attempt to perform arithmatic on self.x and self.y doesnt work
- attempt to index local 'layer' (a nil value) HOT 1
- Would be nice if there's some method to check if the instance inherits from some class HOT 2
- No other state callbacks get called if theres no update
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