The game has two different menus, the start menu and in-game menu, the differences are the available options and what will happen when we choose them as seen here:
Start Menu:
- NEW > Goto player creation
- LOAD > Goto load game, Start game (Disabled)
- EXIT > Quit game
- CONTINUE > Return to game
- SAVE > Goto Save Game, Return Game (Disabled)
- EXIT > Quit Game
Ball selector:
Menu Item:
I have used Gimp again to draw them, to draw the ball i just made a new, square shaped image, filled it with color FF,00FF (Pink) so i can apply later the colorkey, then i selected a circle and used the blend tool with orange and yellow colors.
Drawing the button was quite easy: Gimp > File > Create > Button > Simple beveled button, the only thing I made was to left the text empty so I can use the same button for all the menu items.
The logic for the menu is simple:
- Define an "Option" variable, it will be which menu option is chosen.
- Check the keyboard, and if we have pressed the following keys:
- Key up > decrease option
- Key down > increase option
- Enter > execute action associated to the button (Change game state)
- Fill with a color (grey)
- Draw menu tittle
- Draw menu buttons
- Draw the text into the menu buttons
- Draw the ball selector
<"Game.cpp", Code for MenuStart:>
void Game::MenuStart() //Start menu { //MenuTittle ="START MENU"; SDL_Surface* Button; //The menu buttons SDL_Surface* Ball; //The ball selector Button = IMG_Load("images/button.png"); Ball = IMG_Load("images/ball.png"); //The ball uses colorkey to display correctly SDL_SetColorKey(Ball,SDL_SRCCOLORKEY |SDL_RLEACCEL,SDL_MapRGB(Ball-> format, 255, 0, 255)); SDL_Rect ButtonPosition ,BallPosition; int i; //An iterator for the loop int Option=1;//To select items //startx, starty Used to display images int startx = ((myengine.ScreenX / 2) - (Button->w/2) ); int starty = (myengine.ScreenY / 2) ; bool done = false; while (!done) // will loop infinite times until we set done = true { SDL_Event event; while (SDL_PollEvent(&event))//Check new events { // check for messages switch (event.type) { // exit if the window is closed case SDL_QUIT: done = true; break; // check for keypresses case SDL_KEYDOWN: // Down key if (event.key.keysym.sym == SDLK_DOWN) { Option++; //Move down ball selector if(Option>3)Option=1; break; } //Up key if (event.key.keysym.sym == SDLK_UP) { Option--;//Move up ball selector if(Option<1)Option=3; break; } //Return pressed if (event.key.keysym.sym == SDLK_RETURN) { switch (Option) { case 1://NEW myGameState=CREATEPLAYER; break; case 2://LOAD myGameState=LOAD; break; case 3://EXIT myGameState=OUTRO; break; }//switch option done = true; break; }//if //Exit game if (event.key.keysym.sym == SDLK_ESCAPE) { done = true; break; } }//switch }//while myengine.FillColour(100,100,100);//Fill with grey myengine.SetTextColor( 0, 0, 255 );//Blue color myengine.TextOut(startx -50 ,100,"START MENU",3);//Menu tittle for (i=1;i<4;i++) // draw 3 buttons { ButtonPosition.x = startx; // X ButtonPosition.y = starty + (i*40); // Y ButtonPosition.w = Button->w; ButtonPosition.h = Button->h; SDL_BlitSurface(Button, NULL, myengine.screen, &ButtonPosition);//Draw button }//for BallPosition.x=startx -Ball->w; BallPosition.y=starty + (Option*40); BallPosition.w=Ball->w; BallPosition.h=Ball->h; SDL_BlitSurface(Ball, NULL, myengine.screen, &BallPosition);//Draw ball selector //Draw text for the options myengine.TextOut(startx + 10,starty + 50,"NEW",1); myengine.TextOut(startx + 10,starty + 90,"LOAD",1); myengine.TextOut(startx + 10,starty + 130,"EXIT",1); myengine.Flip(); myengine.Wait(1); }//End while done loop //Free surfaces Before finishing SDL_FreeSurface(Button); SDL_FreeSurface(Ball); }
<"Game.cpp", Code for MenuGame:>
void Game::MenuGame() //In-Game menu { SDL_Surface* Button; //The menu buttons SDL_Surface* Ball; //The ball selector Button = IMG_Load("images/button.png"); Ball = IMG_Load("images/ball.png"); //The ball uses colorkey to display correctly SDL_SetColorKey(Ball,SDL_SRCCOLORKEY |SDL_RLEACCEL,SDL_MapRGB(Ball-> format, 255, 0, 255)); SDL_Rect ButtonPosition ,BallPosition; int i; //An iterator for the loop int Option=1;//To select items //startx, starty Used to display images int startx = ((myengine.ScreenX / 2) - (Button->w/2) ); int starty = (myengine.ScreenY / 2) ; bool done = false; while (!done) // will loop infinite times until we set done = true { SDL_Event event; while (SDL_PollEvent(&event))//Check new events { // check for messages switch (event.type) { // exit if the window is closed case SDL_QUIT: done = true; break; // check for keypresses case SDL_KEYDOWN: // Down key if (event.key.keysym.sym == SDLK_DOWN) { Option++; //Move down ball selector if(Option>3)Option=1; break; } //Up key if (event.key.keysym.sym == SDLK_UP) { Option--;//Move up ball selector if(Option<1)Option=3; break; } //Return pressed if (event.key.keysym.sym == SDLK_RETURN) { switch (Option) { case 1://CONTINUE
myGameState=MAINLOOP; break; case 2://SAVE myGameState=SAVE; break; case 3://EXIT myGameState=OUTRO; break; }//switch option done = true; break; }//if //Exit game if (event.key.keysym.sym == SDLK_ESCAPE) { done = true; break; } }//switch }//while myengine.FillColour(100,100,100);//Fill with grey myengine.SetTextColor( 0, 0, 255 );//Blue color myengine.TextOut(startx -50 ,100,"GAME MENU",3);//Menu tittle for (i=1;i<4;i++) // draw 3 buttons { ButtonPosition.x = startx; // X ButtonPosition.y = starty + (i*40); // Y ButtonPosition.w = Button->w; ButtonPosition.h = Button->h; SDL_BlitSurface(Button, NULL, myengine.screen, &ButtonPosition);//Draw button }//for BallPosition.x=startx -Ball->w; BallPosition.y=starty + (Option*40); BallPosition.w=Ball->w; BallPosition.h=Ball->h; SDL_BlitSurface(Ball, NULL, myengine.screen, &BallPosition);//Draw ball selector //Draw text for the options myengine.TextOut(startx + 10,starty + 50,"CONTINUE",1); myengine.TextOut(startx + 10,starty + 90,"SAVE",1); myengine.TextOut(startx + 10,starty + 130,"EXIT",1); myengine.Flip(); myengine.Wait(1); }//End while done loop //Free surfaces Before finishing SDL_FreeSurface(Button); SDL_FreeSurface(Ball); }
<Now the game is starting to have what we would expect to find in a game, intros, menus.. in the next post the main game loop>
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