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redesigning control system from hard-coded to dependency-inversion

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Welcome back to Creating Valkyrie. 

I've hit a bit of a rut - but I view this as a good thing. When this engine was still an academic assignment, I scrambled to get any kind of control system working. Eventually I hard-coded the virtual soft-keys like the D-Pad and A and B buttons to control the player's character. When it came to controlling the monsters I drew a complete blank. This is my chance to re-think things, and in forum threads lately I've been advising people to spend more time doing that kind of design work before …


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