Difference between revisions of "Tuto Gideros Game Template1 Part 6 Options"
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__TOC__ | __TOC__ | ||
== Options scene == | == Options scene == | ||
− | This is going to be the longest scene of | + | This is going to be the longest scene of the Gideros Game Template1! |
+ | |||
+ | '''Note: the code is long because we need to setup quite a bunch of buttons and stuff, but hopefully it should not be difficult to follow''' | ||
Our '''Options''' scene will mainly consist of: | Our '''Options''' scene will mainly consist of: | ||
* some sliders to control the sound volume | * some sliders to control the sound volume | ||
− | * the keys to control the player and a '''key remapping system''' | + | * the '''keys to control the player''' and a '''key remapping system''' |
* the keyboard navigation system setup | * the keyboard navigation system setup | ||
Line 17: | Line 19: | ||
In order to see it in your project, right click on Files->Refresh. | In order to see it in your project, right click on Files->Refresh. | ||
− | + | == The Options scene code == | |
− | |||
− | |||
− | |||
It makes sense to create the file in the '''scenes''' folder. You can call the file "''options.lua''". Here is the code: | It makes sense to create the file in the '''scenes''' folder. You can call the file "''options.lua''". Here is the code: | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
Line 414: | Line 413: | ||
== Code comments == | == Code comments == | ||
− | + | Sometimes a key doesn't have a KeyCode visual, eg.: the arrow keys. The local ''keyNames'' variable will translate the KeyCode of a key to a more user friendly name. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | === init === | |
+ | In the ''init'' function we add: | ||
+ | * a title for the scene | ||
+ | * the sliders to set the game sound volume and difficulty | ||
+ | * the '''keys to control the player''' which can be remapped | ||
− | + | We listen for any key that can be remapped and activate the remap key system when "clicked". | |
− | The | + | The keys are added to the ''btns'' table which serves the keyboard navigation system. |
− | + | We add the sliders listeners and will save any modified value to the user preference file. | |
− | The | + | The mouse listener will cancel any key remapping when clicked outside of a remappable key. |
− | + | Finally we update our buttons visuals and we are ready to process any change to a slider value or a key remapping event. | |
− | |||
− | === | + | === sliders functions === |
− | + | We listen for any change in a slider value. A slider is identified by its id and on the '''onValueChanged''' event we will save the new value to the user preference file so the next time the game is launched the value will be used. | |
− | The | + | The '''difficulty''' function translates the ''g_difficulty'' value stored as number to text. This is imho more user friendly. |
− | + | === key remapping === | |
+ | When we click on a remappable key (most of the buttons in this scene), the new value (KeyCode) will be assigned to that key. A friendly name will be displayed to show the change. | ||
− | + | When the remapping is validated we save it to the user preference file. | |
− | === | + | === buttons actions === |
− | + | The buttons will trigger different actions according to the button id. If it is a remappable key we activate the remap system, if it is the MENU button we go back to the Menu scene. | |
− | |||
− | |||
− | |||
== Next? == | == Next? == | ||
− | The final scene for this | + | We hopefully have a good base for an '''Options''' scene. The final scene for this tutorial will be the '''Game''' scene. |
Latest revision as of 13:46, 26 October 2024
Options scene
This is going to be the longest scene of the Gideros Game Template1!
Note: the code is long because we need to setup quite a bunch of buttons and stuff, but hopefully it should not be difficult to follow
Our Options scene will mainly consist of:
- some sliders to control the sound volume
- the keys to control the player and a key remapping system
- the keyboard navigation system setup
Adding some Sliders
For this Gideros Game Template1, we will add some sliders. I have chosen to add this Class: UI_Slider#Another_Slider.
You can download the ASlider Class here: Media:Aslider.lua (tip: right click and save link as)
Please add the aslider.lua file in the classes folder (I rename it to aslider.lua).
In order to see it in your project, right click on Files->Refresh.
The Options scene code
It makes sense to create the file in the scenes folder. You can call the file "options.lua". Here is the code:
Options = Core.class(Sprite)
local keyNames = { -- display nice KeyCode name
[KeyCode.LEFT] = "LEFT",
[KeyCode.RIGHT] = "RIGHT",
[KeyCode.UP] = "UP",
[KeyCode.DOWN] = "DOWN",
[KeyCode.NUM0] = "NUMPAD 0",
[KeyCode.NUM1] = "NUMPAD 1",
[KeyCode.NUM2] = "NUMPAD 2",
[KeyCode.NUM3] = "NUMPAD 3",
[KeyCode.NUM4] = "NUMPAD 4",
[KeyCode.NUM5] = "NUMPAD 5",
[KeyCode.NUM6] = "NUMPAD 6",
[KeyCode.NUM7] = "NUMPAD 7",
[KeyCode.NUM8] = "NUMPAD 8",
[KeyCode.NUM9] = "NUMPAD 9",
[KeyCode.SPACE] = "SPACE",
[KeyCode.SHIFT] = "SHIFT",
[KeyCode.CTRL] = "CONTROL",
[KeyCode.ALT] = "ALT",
[KeyCode.TAB] = "TAB",
}
function Options:init()
-- TITLE
self.mytitle = ButtonMonster.new({
autoscale=false, pixelwidth=16*8, pixelheight=4*8,
pixelcolorup=0xaaaaaa,
text="OPTIONS", ttf=myttf,
})
-- SLIDERS
local slitcolor, knobcolor = g_ui_theme.pixelcolorup, g_ui_theme.pixelcolordown
self.bgmvolumeslider = ASlider.new({
initialvalue=g_bgmvolume, maximum=100, --steps=2,
slitcolor=slitcolor, slitalpha=1, slitw=5*myappwidth/10, slith=24,
knobcolor=knobcolor, knobalpha=0.6, knobw=12, knobh=26,
text="BGM VOLUME: ", textscale=2, textoffsetx=-26*8, textoffsety=7,
id=1,
})
self.sfxvolumeslider = ASlider.new({
initialvalue=g_sfxvolume, maximum=100, --steps=2,
slitcolor=slitcolor, slitalpha=1, slitw=5*myappwidth/10, slith=24,
knobcolor=knobcolor, knobalpha=0.6, knobw=12, knobh=26,
text="SFX VOLUME: ", textscale=2, textoffsetx=-26*8, textoffsety=7,
id=2,
})
self.difficultyslider = ASlider.new({
initialvalue=g_difficulty, maximum=2, --steps=2,
slitcolor=slitcolor, slitalpha=1, slitw=5*myappwidth/10, slith=24,
knobcolor=knobcolor, knobalpha=0.6, knobw=12, knobh=26,
text="DIFFICULTY: ", textscale=2, textoffsetx=-26*8, textoffsety=7, textrotation=0,
id=3,
})
-- position
self.mytitle:setPosition(myappwidth/2, 0.75*myappheight/10)
self.bgmvolumeslider:setPosition(29*8, 2.5*myappheight/10)
self.sfxvolumeslider:setPosition(29*8, 3.5*myappheight/10)
self.difficultyslider:setPosition(29*8, 4.5*myappheight/10)
-- order
self:addChild(self.mytitle)
self:addChild(self.bgmvolumeslider)
self:addChild(self.sfxvolumeslider)
self:addChild(self.difficultyslider)
-- tooltip layer
local tooltiplayer = Sprite.new()
-- buttons
local key
self.sfxsound = {sound=Sound.new("audio/ui/sfx_sounds_button1.wav"), time=0, delay=0.2}
self.sfxvolume = g_sfxvolume * 0.01
-- movement
if (keyNames[g_keyleft] or 0) == 0 then key = utf8.char(g_keyleft)
else key = keyNames[g_keyleft] -- display nice KeyCode name
end
self.btnLEFT = ButtonMonster.new({
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
sound=self.sfxsound, volume=self.sfxvolume,
tooltiptext="left", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
}, 2, tooltiplayer)
if (keyNames[g_keyright] or 0) == 0 then key = utf8.char(g_keyright)
else key = keyNames[g_keyright] -- display nice KeyCode name
end
self.btnRIGHT = ButtonMonster.new({
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
sound=self.sfxsound, volume=self.sfxvolume,
tooltiptext="right", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
}, 3, tooltiplayer)
if (keyNames[g_keyup] or 0) == 0 then key = utf8.char(g_keyup)
else key = keyNames[g_keyup] -- display nice KeyCode name
end
self.btnUP = ButtonMonster.new({
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
sound=self.sfxsound, volume=self.sfxvolume,
tooltiptext="up", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
}, 1, tooltiplayer)
if (keyNames[g_keydown] or 0) == 0 then key = utf8.char(g_keydown)
else key = keyNames[g_keydown] -- display nice KeyCode name
end
self.btnDOWN = ButtonMonster.new({
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
sound=self.sfxsound, volume=self.sfxvolume,
tooltiptext="down", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
}, 4, tooltiplayer)
-- actions
if (keyNames[g_keyaction1] or 0) == 0 then key = utf8.char(g_keyaction1)
else key = keyNames[g_keyaction1] -- display nice KeyCode name
end
self.btnACTION1 = ButtonMonster.new({
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
sound=self.sfxsound, volume=self.sfxvolume,
tooltiptext="punch1", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
}, 5, tooltiplayer)
if (keyNames[g_keyaction2] or 0) == 0 then key = utf8.char(g_keyaction2)
else key = keyNames[g_keyaction2] -- display nice KeyCode name
end
self.btnACTION2 = ButtonMonster.new({
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
sound=self.sfxsound, volume=self.sfxvolume,
tooltiptext="punch2", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
}, 6, tooltiplayer)
if (keyNames[g_keyaction3] or 0) == 0 then key = utf8.char(g_keyaction3)
else key = keyNames[g_keyaction3] -- display nice KeyCode name
end
self.btnACTION3 = ButtonMonster.new({
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
sound=self.sfxsound, volume=self.sfxvolume,
tooltiptext="jump punch", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
}, 7, tooltiplayer)
-- btn menu
self.btnMENU = ButtonMonster.new({
autoscale=false, pixelwidth=12*8, pixelheight=6*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text="MENU", ttf=myttf, textcolorup=0x0009B3, textcolordown=0x45d1ff,
sound=self.sfxsound, volume=self.sfxvolume,
tooltiptext="Enter", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
}, 8, tooltiplayer)
-- put the btns in a table for keyboard navigation
self.btns = {}
self.btns[#self.btns + 1] = self.btnUP -- 1
self.btns[#self.btns + 1] = self.btnLEFT -- 2
self.btns[#self.btns + 1] = self.btnRIGHT -- 3
self.btns[#self.btns + 1] = self.btnDOWN -- 4
self.btns[#self.btns + 1] = self.btnACTION1 -- 5
self.btns[#self.btns + 1] = self.btnACTION2 -- 6
self.btns[#self.btns + 1] = self.btnACTION3 -- 7
self.btns[#self.btns + 1] = self.btnMENU -- 8
self.selector = 1 -- starting button
self.iskeyboardnavigation = false
-- position
self.btnLEFT:setPosition(1.5*myappwidth/10+myappleft, 6*8+6*myappheight/10)
self.btnRIGHT:setPosition(3.5*myappwidth/10+myappleft, 6*8+6*myappheight/10)
self.btnUP:setPosition(2.5*myappwidth/10+myappleft, 6*8+4.6*myappheight/10)
self.btnDOWN:setPosition(2.5*myappwidth/10+myappleft, 6*8+7.4*myappheight/10)
for i = 5, 7 do -- buttons (eg. punch, ...)
self.btns[i]:setPosition(5.6*myappwidth/10+myappleft, (i-5)*6*8+6*myappheight/10)
end
for i = 8, #self.btns-1 do -- buttons (eg. kick, ...)
self.btns[i]:setPosition(7.6*myappwidth/10+myappleft, (i-8)*6*8+6*myappheight/10)
end
self.btnMENU:setPosition(myappwidth-self.btnMENU:getWidth()/2+myappleft, myappheight-self.btnMENU:getHeight()/2)
-- order
for k, v in ipairs(self.btns) do self:addChild(v) end
self:addChild(tooltiplayer) -- last add tooltip layer
-- sliders listeners
self.bgmvolumeslider:addEventListener("value_just_changed", self.onValueJustChanged, self)
self.bgmvolumeslider:addEventListener("value_changing", self.onValueChanging, self)
self.bgmvolumeslider:addEventListener("value_changed", self.onValueChanged, self)
self.sfxvolumeslider:addEventListener("value_just_changed", self.onValueJustChanged, self)
self.sfxvolumeslider:addEventListener("value_changing", self.onValueChanging, self)
self.sfxvolumeslider:addEventListener("value_changed", self.onValueChanged, self)
self.difficultyslider:addEventListener("value_just_changed", self.onValueJustChanged, self)
self.difficultyslider:addEventListener("value_changing", self.onValueChanging, self)
self.difficultyslider:addEventListener("value_changed", self.onValueChanged, self)
-- buttons listeners
for k, v in ipairs(self.btns) do
-- v:addEventListener("pressed", function(e) -- e.currselector, e.disabled
-- self.selector = k
-- self:keyActions()
-- end)
v:addEventListener("clicked", function(e) -- e.currselector, e.disabled
self:cancelKeyRemapping() -- setColorTransform, self.isremapping = false, updateButton()
self.selector = k
self:keyActions()
end)
v:addEventListener("hovered", function(e) -- e.currselector, e.disabled
if not self.isremapping then
self.selector = e.currselector
end
end)
v.btns = self.btns -- for keyboard navigation
end
-- mouse listener
self:addEventListener(Event.MOUSE_DOWN, function(e)
if self:hitTestPoint(e.x, e.y) then -- cancel key remapping
self.iskeyboardnavigation = false
self:cancelKeyRemapping()
e:stopPropagation()
end
end)
-- let's go!
self:difficulty(g_difficulty)
self.isremapping = false
self:myKeysPressed()
self:updateButton()
end
-- sliders
function Options:difficulty(x) -- translate int to text
if x >= 2 then self.difficultyslider.textfield:setText("DIFFICULTY: \e[color=#ddc]HARD\e[color]")
elseif x >= 1 then self.difficultyslider.textfield:setText("DIFFICULTY: \e[color=#ddc]NORMAL\e[color]")
else self.difficultyslider.textfield:setText("DIFFICULTY: \e[color=#ddc]EASY\e[color]")
end
end
function Options:onValueJustChanged(e)
self:cancelKeyRemapping()
if e.id == 1 then -- bgm volume
g_bgmvolume = e.value
self.bgmvolumeslider:setValue(g_bgmvolume)
elseif e.id == 2 then -- sfx volume
g_sfxvolume = e.value
self.sfxvolumeslider:setValue(g_sfxvolume)
elseif e.id == 3 then -- difficulty
g_difficulty = e.value
self:difficulty(g_difficulty)
end
end
function Options:onValueChanging(e)
if e.id == 1 then -- bgm volume
g_bgmvolume = e.value
self.bgmvolumeslider:setValue(g_bgmvolume)
elseif e.id == 2 then -- sfx volume
g_sfxvolume = e.value
self.sfxvolumeslider:setValue(g_sfxvolume)
elseif e.id == 3 then -- difficulty
self:difficulty(e.value)
end
end
function Options:onValueChanged(e)
if e.id == 1 then -- bgm volume
g_bgmvolume = e.value
local audio = Sound.new("audio/ui/sfx_sounds_button1.wav")
local channel = audio:play() -- feedback
if channel then channel:setVolume(g_bgmvolume*0.01) end
self.bgmvolumeslider:setValue(g_bgmvolume)
elseif e.id == 2 then -- sfx volume
g_sfxvolume = e.value
local audio = Sound.new("audio/ui/sfx_sounds_button1.wav")
local channel = audio:play() -- feedback
if channel then channel:setVolume(g_sfxvolume*0.01) end
self.sfxvolumeslider:setValue(g_sfxvolume)
for _, v in pairs(self.btns) do v:setVolume(g_sfxvolume*0.01) end -- change the ui buttons sfx volume
elseif e.id == 3 then -- difficulty
g_difficulty = e.value
self:difficulty(g_difficulty)
end
mySavePrefs(g_configfilepath)
end
-- key remapping
function Options:remapKey(xbool)
local btn = self.btns[self.selector]
if xbool then btn:setColorTransform(255/255, 255/255, 0/255, 255/255)
else btn:setColorTransform(255/255, 255/255, 255/255, 255/255)
end
end
function Options:cancelKeyRemapping()
self.isremapping = false
self:remapKey(self.isremapping)
self:updateButton()
end
-- update button state
function Options:updateButton()
for k, v in ipairs(self.btns) do
v.currselector = self.selector
v:updateVisualState()
if self.iskeyboardnavigation then
if k == self.selector then v:selectionSfx() end
end
end
end
-- keys handler
function Options:myKeysPressed()
self:addEventListener(Event.KEY_DOWN, function(e)
if self.isremapping then -- KEY REMAPPING
if e.keyCode == KeyCode.ESC or e.keyCode == KeyCode.ENTER then
self:cancelKeyRemapping()
return
end
local keycode = e.keyCode
local key = keyNames[keycode]
if (keyNames[keycode] or 0) == 0 then key = utf8.char(keycode) end
self.btns[self.selector]:changeText(key)
if self.selector == 1 then g_keyup = keycode -- follows self.btns order
elseif self.selector == 2 then g_keyleft = keycode -- follows self.btns order
elseif self.selector == 3 then g_keyright = keycode -- follows self.btns order
elseif self.selector == 4 then g_keydown = keycode -- follows self.btns order
elseif self.selector == 5 then g_keyaction1 = keycode -- follows self.btns order
elseif self.selector == 6 then g_keyaction2 = keycode -- follows self.btns order
elseif self.selector == 7 then g_keyaction3 = keycode -- follows self.btns order
end
self:cancelKeyRemapping()
mySavePrefs(g_configfilepath)
else -- KEYBOARD NAVIGATION
if e.keyCode == KeyCode.ESC or e.keyCode == KeyCode.BACK then self:gotoScene() end
-- keyboard
if e.keyCode == KeyCode.UP or e.keyCode == g_keyup or e.keyCode == KeyCode.LEFT or e.keyCode == g_keyleft then
self.selector -= 1 if self.selector < 1 then self.selector = #self.btns end
self.iskeyboardnavigation = true
self:updateButton()
elseif e.keyCode == KeyCode.DOWN or e.keyCode == g_keydown or e.keyCode == KeyCode.RIGHT or e.keyCode == g_keyright then
self.selector += 1 if self.selector > #self.btns then self.selector = 1 end
self.iskeyboardnavigation = true
self:updateButton()
end
-- modifier
local modifier = application:getKeyboardModifiers()
local alt = (modifier & KeyCode.MODIFIER_ALT) > 0
if not alt and (e.keyCode == KeyCode.ENTER or e.keyCode == KeyCode.SPACE or e.keyCode == g_keyaction1) then -- validate
self:keyActions()
elseif alt and e.keyCode == KeyCode.ENTER then -- switch full screen
if not application:isPlayerMode() then
ismyappfullscreen = not ismyappfullscreen
application:setFullScreen(ismyappfullscreen)
end
end
end
end)
end
-- buttons actions
function Options:keyActions()
self.isremapping = false
for k, v in ipairs(self.btns) do
if k == self.selector then
if v.isdisabled then
print("btn disabled!", k)
elseif k >= 1 and k <= #self.btns-1 then -- action buttons
self.isremapping = true
self:remapKey(self.isremapping)
elseif k == #self.btns then -- MENU button
self:gotoScene()
else
print("nothing here!", k)
end
end
end
end
-- scenes navigation
function Options:gotoScene()
self:removeAllListeners()
for i = stage:getNumChildren(), 1, -1 do
stage:removeChildAt(i)
end collectgarbage()
stage:addChild(Transitions.new(Menu.new())) -- next scene
end
Code comments
Sometimes a key doesn't have a KeyCode visual, eg.: the arrow keys. The local keyNames variable will translate the KeyCode of a key to a more user friendly name.
init
In the init function we add:
- a title for the scene
- the sliders to set the game sound volume and difficulty
- the keys to control the player which can be remapped
We listen for any key that can be remapped and activate the remap key system when "clicked".
The keys are added to the btns table which serves the keyboard navigation system.
We add the sliders listeners and will save any modified value to the user preference file.
The mouse listener will cancel any key remapping when clicked outside of a remappable key.
Finally we update our buttons visuals and we are ready to process any change to a slider value or a key remapping event.
sliders functions
We listen for any change in a slider value. A slider is identified by its id and on the onValueChanged event we will save the new value to the user preference file so the next time the game is launched the value will be used.
The difficulty function translates the g_difficulty value stored as number to text. This is imho more user friendly.
key remapping
When we click on a remappable key (most of the buttons in this scene), the new value (KeyCode) will be assigned to that key. A friendly name will be displayed to show the change.
When the remapping is validated we save it to the user preference file.
buttons actions
The buttons will trigger different actions according to the button id. If it is a remappable key we activate the remap system, if it is the MENU button we go back to the Menu scene.
Next?
We hopefully have a good base for an Options scene. The final scene for this tutorial will be the Game scene.
Prev.: Tuto Gideros Game Template1 Part 5 Menu
Next: Tuto Gideros Game Template1 Part 7 Game
Tutorial - Gideros Game Template1