It just ignores the “wait for any key” pause. EDIT: so “programmed” was an incorrect term. I meant more you can set up a “test me” and it’ll run without pausing at every wait.
The skein collects the key press for the wait for commands. You can also add them as commands. The space is just a space, but the enter key is captured as “[enter]” in the skein. It works for the enter, tab, right arrow (as “[right]”), and left arrow (as “[left]”). The skein will capture the up and down arrows, but those keys don’t do anything for “wait for any key”.
A very minor possibility of the original bug is if you put the “to wait for any key” code in story.ni above “include basic screen effects.”
Zed’s solution is really neat to me as I generally just had
debug-state is a truth state that varies.
volume debug tweak - not for release
when play begins: now debug-state is true;
volume wfak
to wfkr: [wait fo key, release -- not the greatest acronym, yeah]
if debug-state is false, wait for any key;
This allows me to do more general stuff like initialize variables or provide tester instructions.
When I started learning inform, I figured redefining Wait for Any Key might have dire consequences. But I didn’t sit down and make a simple test case until later.
(Side note: I did use this code to see what happens on redefining stuff.)
to say test: say "1.";
to say test: say "2.";
when play begins: say "[test]";