Menu System Logic
I created a menu system that has a start screen, a main menu, an options menu, and a series of menus that allow players to create their character. I'm planning on using the Circle button to return to a previous menu. Any ideas on how to go about that?
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How are you progressing to a different screen? Can you not reverse that somehow?
If I were making a menu, I would use selectors for most things. The selector has multiple channels, and only one of them is "active" at a time and sends a signal. You can set which channel is active in a number of ways.
So for a particular list of items, I'd have the "selected" state of each menu item activated by a keyframe. I'd then wire each of those, in the correct order, to different selector channels. Then when I press up/down I'd trigger the selector's "previous"/"next" inputs (they wrap around the ends, by the way).
And to dictate which which menu is shown, I'd have a different selector that remembers which is being shown. Each channel would power a different chip that has that menu's items and selector in it. And to change which menu is being shown, I can send a signal *into* a channel to make it the active channel, and so power a different menu chip.
Though you may be doing it differently, which is fair enough. If I knew more about your existing setup I could give more specific advice? -
I pretty much have all of my menu logic contained in one microchip. I have the player begin at the start screen, which has the game's title and would prompt the player to press down on the touchpad to continue. Doing so would trigger a counter that activates another microchip containing the logic for the main menu where the player can choose between starting a new game with a created character and activating the options menu, both contained in additional microchips.
I use selectors and counters in conjunction with the X button to move between menus. The issue I'm having is with the Circle button. Pressing it would make me return to the start screen no matter which menu I was in. I tried using the XOR gadget to prevent this. For example, if I activate the options menu, the counter used to turn it on is also connected into one of the inputs of the XOR gadget. Its output is connected to the power port of a node placed in the start screen microchip. The node connects the output of the circle button to the reset port of the start menu counter. I placed a signal receiver receiving signals from the circle button and a node in every microchip so the player can return to a previous menu. But no matter what I do, no matter pressing the circle button would send me back to the start screen.
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