Having MAP be a hash-table makes it a little more
mutable (friendly for a game of this structure.
Because, y’know, we… I’m too lazy to explain this.
Read the code. Which I’m pretty sure is illegible.
Sorry… =w=""""") :w:
>o< cries cries cires criesd
It draws to the screen, now! Err, well, it has
been able to do that, since my first day on
this project. But until now, there wasn't a
menu leading you there! c:<
Adds a small layer for translating input characters from non-QWERTY
keyboard layouts into their QWERTY counterparts. After all, it's
not the WASD that counts, but the position: ,AOE is just as valid!
Yes, ncurses. Look, I caved, okay?!
But in my defense, I couldn't find a simple way to
get raw input in both a framebuffer and an xorg
terminal, so… ncurses can handle the details.
I'm just a dummy, you can't expect me to do
everything!
Well, input is parsed into a somewhat-semantic
format, so at least I did *something* alright.
The previous method — clearing the screen and
completely redrawing every frame — caused severe
screen-flickering. This is better, calculating the
changed characters per-frame and printing only
those.