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Basic Menu principles by MikeS

23rd Nov 2003 12:01
Summary

This is a simple way of doing a main menu for your game. The same principles are applied for detection of other objects on the 2D screen.



Description

This is a simple way of doing a main menu for your game. The same principles are applied for detection of other objects on the 2D screen.



Code
                                    ` This code was downloaded from The Game Creators
                                    ` It is reproduced here with full permission
                                    ` http://www.thegamecreators.com
                                    
                                    `This snippet was made by Yellow(mike)
`Credit would be nice if used for freeware/commercial/shareware/etc.
`Though credit would be nice, it's not necessary.
`Created 11/23/03
`Hope this helps you with basic menu functions
`The same principles are applied to spries/plains/etc.


`This sets up the program
sync on : sync rate 60
backdrop on
set text size 24
ink rgb(255,255,255),1

do

`These two commands are very helpful for getting the 2D positions of the mouse cursor
set cursor 0,30
print mousex()
print mousey()


`This is the position of the current button
text 0,0,"test"

`The first statement tells us that if the mouse cursor x position is between 0 and 40
`and the mouse cursor y position is between 0 and 30, the color of the text will change.
if mousex()>=0 and mousex()<=40 and mousey()>=0 and mousey()<=30
ink rgb(255,0,0),1
text 0,0,"test"
ink rgb(255,255,255),1
`This statement does the same as the above, except it checks for a mouseclick
if mousex()>=0 and mousex()<=40 and mousey()>=0 and mousey()<=30 and mouseclick()=1
text 0,0,"test button was clicked"
`For now, I've only added that text was clicked. This can be replaced with other things.
`Example: gosub level1(or whatever you want to call when this button is clicked
endif
endif

sync
loop