Difference between revisions of "Tuto Gideros Game Template1 Part 6 Options"

From GiderosMobile
(wip)
 
 
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__TOC__
 
__TOC__
 
== Options scene ==
 
== Options scene ==
This is going to be the longest scene of this tutorial!
+
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 ==
In the ''init'' function we add some assets like a sound to play for the buttons when hovered.
+
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.
 
 
We add our buttons:
 
* '''START''' goes to the game scene
 
* '''OPTIONS''' goes to the options scene
 
* '''EXIT''' exits the game
 
  
We use the g_difficulty value and transform it to text. The value transformed to text will serve as a tooltip. This is of course optional but I add it here for demonstration.
+
=== 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
  
The buttons have many options to configure but they should be easy to implement/understand.
+
We listen for any key that can be remapped and activate the remap key system when "clicked".
  
The numbers at the end of each buttons are selectors. They are the buttons id and are used for navigation. Please make sure to assign them accordingly.
+
The keys are added to the ''btns'' table which serves the keyboard navigation system.
  
All the buttons are put in a table which will serve navigating with the keyboard.
+
We add the sliders listeners and will save any modified value to the user preference file.
  
The buttons are then positioned and listeners are added.
+
The mouse listener will cancel any key remapping when clicked outside of a remappable key.
  
=== updateButton ===
+
Finally we update our buttons visuals and we are ready to process any change to a slider value or a key remapping event.
This function updates the button visual state and plays sound when navigating with the keyboard.
 
  
=== keyboard navigation ===
+
=== sliders functions ===
This function listens for KEY_DOWN events to navigate through the buttons with the keyboard.
+
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 ESC key or the BACK button key on mobile will exit the app.
+
The '''difficulty''' function translates the ''g_difficulty'' value stored as number to text. This is imho more user friendly.
  
Pressing ALT+ENTER will make the game fullscreen.
+
=== 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.
  
Pressing SPACE, ENTER or g_keyaction1 will validate an action.
+
When the remapping is validated we save it to the user preference file.
  
=== gotoScene ===
+
=== buttons actions ===
This function will either:
+
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.
* do nothing if button is disabled
 
* navigate to the next scene corresponding to the button id
 
* exit the game
 
  
 
== Next? ==
 
== Next? ==
The final scene for this template: the '''Game''' scene.
+
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