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| author | Teddy Wing | 2015-10-04 23:01:12 -0400 | 
|---|---|---|
| committer | Teddy Wing | 2015-10-04 23:01:12 -0400 | 
| commit | 1cfdb9790d1cc46802153f21b09023f3e14e9697 (patch) | |
| tree | d54af24bc780abd1cadb8aafe7cd90de1e4289c3 | |
| parent | 7a236fe1f4459cc07b851cd065f6a1405a4ce02c (diff) | |
| download | vim-space-vlaze-1cfdb9790d1cc46802153f21b09023f3e14e9697.tar.bz2 | |
game.vim: Move `redraw!` into `RenderBoard()`
We will always want to `redraw!` when we re-render the board, so call
`redraw!` from inside this function.
Noticed this when I was writing the missile firing code and realised
that I needed to re-render the board at each step in the missile
animation.
| -rw-r--r-- | autoload/space_vlaze/game.vim | 3 | 
1 files changed, 2 insertions, 1 deletions
| diff --git a/autoload/space_vlaze/game.vim b/autoload/space_vlaze/game.vim index 587b7d0..b5567f8 100644 --- a/autoload/space_vlaze/game.vim +++ b/autoload/space_vlaze/game.vim @@ -11,7 +11,6 @@ function! space_vlaze#game#Init()  		sleep 50ms  		call space_vlaze#mappings#Listen()  		call space_vlaze#game#RenderBoard() -		redraw!  	endwhile  endfunction @@ -61,6 +60,8 @@ function! space_vlaze#game#RenderBoard()  		let i += 1  	endwhile +	 +	redraw!  endfunction | 
