Tuto Gideros Game Template1 Part 6 Options

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Revision as of 11:12, 26 October 2024 by MoKaLux (talk | contribs) (wip)
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Options scene

This is going to be the longest scene of this tutorial!

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.



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

In the init function we add some assets like a sound to play for the buttons when hovered.

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.

The buttons have many options to configure but they should be easy to implement/understand.

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.

All the buttons are put in a table which will serve navigating with the keyboard.

The buttons are then positioned and listeners are added.

updateButton

This function updates the button visual state and plays sound when navigating with the keyboard.

keyboard navigation

This function listens for KEY_DOWN events to navigate through the buttons with the keyboard.

The ESC key or the BACK button key on mobile will exit the app.

Pressing ALT+ENTER will make the game fullscreen.

Pressing SPACE, ENTER or g_keyaction1 will validate an action.

gotoScene

This function will either:

  • do nothing if button is disabled
  • navigate to the next scene corresponding to the button id
  • exit the game

Next?

The final scene for this template: the Game scene.


Prev.: Tuto Gideros Game Template1 Part 5 Menu
Next: Tuto Gideros Game Template1 Part 7 Game


Tutorial - Gideros Game Template1