{"author_name":"KavuDX","cat":"LD #21","comments":[{"author_name":"Viscis","time":"August 19, 2011 10:08 pm","epoch":1313809680,"text":"The trick is to process the mousePressed once per game loop. So the mousePressed sets a boolean to true (wasMousePressed = true) and the game loop checks (once per frame) if it has changed and resets it.","spam":"N"}],"epoch":1313808960,"likes":0,"metadata":{"p_key":"64741","p_author":"KavuDX","p_authorkey":"1932","p_urlkey":"100537","p_title":"My first bug\u2026","p_cat":"LD #21","p_event":"LD21","p_time":"1313808960","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"1932","us_name":"KavuDX","us_username":"kavudx","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>Good god, not a single couple hours in and I just have myself a frigging bug.<\/p>\n <p>&nbsp;<\/p>\n <p>Apparently, mousePressed&#8217;s are way too fast to be used for button handling.<\/p>\n <p>I don&#8217;t wanna implement mouseReleased, I ain&#8217;t got time for this and mouseReleased is for wimps!<\/p>","time":"August 19th, 2011 9:56 pm","title":"My first bug\u2026"}