diff --git a/content/pong/move_paddle/input_handling.md b/content/pong/move_paddle/input_handling.md index 4b13aaa..a491820 100644 --- a/content/pong/move_paddle/input_handling.md +++ b/content/pong/move_paddle/input_handling.md @@ -37,7 +37,7 @@ Uh oh. **SendMessage** emits a message, as the name suggests, and we can use it At this point, you might be tempted to attach our paddle entity as a property on InputEngine. This would be a *terrible mistake*. We *absolutely never* want to have our game state directly attached to the state of an Engine. -What we want instead is to have a component that the InputEngine can use to look up the appropriate entity. This is a concept I refer to as *tagging*. Essentially, we use a Component to designate that an Entity is a certain kind of object that we want to be able to reference. +What we want instead is to have a component that the InputEngine can use to look up the appropriate entity. Essentially, we use a Component to designate that an Entity is a certain kind of object that we want to be able to reference. Create a file: **PongFE/Components/PlayerInputComponent.cs**