I’ve started experimenting with Amethyst for a roguelike. I’ve followed the Pong tutorial which has helped me get the screen up and running and a sprite from a font spritesheet up on the screen.
What I’m struggling with is how to prevent a system from running until input is received. Eventually, I imagine I’ll need a system which does a pass for animations and another which executes only when input is received (since roguelikes tend to be turn-based). Do I need a dispatcher with systems that have it as a dependency? Or do I have an ‘ActionProcessing’ state (but then how would I keep the animation passes running)?
Thanks in advance – I’m excited to learn more about Amethyst!