First real blog-post for the new course – Buttons
|
I have been working on the code for menu buttons so far this week. Why? Because we need buttons to navigate the menus, pretty much like every other game made for PC. They will be needed in pretty much every state except maybe the game-state and the titlescreen. We couldn’t decide how we would make them, where we going to create a button-manager that keeps track of pretty much everything, like output and such, were we going to create one button-class that doesn’t do that much except for checking input and just write the code that will be executed when the button is pressed in the Update method fin the state we are currently in. We decided on the latter, it might not be as pretty but it seemed like the easier way to do it and the way that made more sense to me. Well they don’t work at the moment because we haven’t got that far yet, but we are close. At the moment we have the methods for creating buttons and drawing them in the GameObjectManager, which we shouldn’t as soon as it works we will copy and move what we need form the GameObjectManager to a ButtonBanager to make the code a bit easier to read, but for testing purposes we still use the GameObjectManager. The buttons will probably work tomorrow or on Saturday. The hardest part about this was to figure out how SFML does things, creating a button might be harder in SDL, but that is something I’ve done before at least. I love that SFML is so much simpler than SDL, but still. At the moment it seems like we will use a fuck-ton of buttons in this game so as soon as we get them working we will be able to start to work on a lot of things like the customization-state, pause-state and menus. We haven’t started on animation yet, because we just recently managed to put most of the basic mechanics in place, but that is something we need for the buttons but right now it is very low-prio, we don’t even have the graphics for it yet. Somehow I was assigned to work on the graphics for a bandit, which I was happy with because I do like to draw. I also created a concept for a sniper-rifle that the bandit will use, and we will most likely use it as a weapon the player can equip too and use a future and much more polished version of the rifle in the customization-state. Right now it’s just a sketch, but I’m pretty happy with it, not very original at all but it fits in out game. I have been working on the code for menu buttons so far this week. Why? Because we need buttons to navigate the menus, pretty much like every other game made for PC. They will be needed in pretty much every state except maybe the game-state and the titlescreen. We couldn’t decide how we would make them, where we going to create a button-manager that keeps track of pretty much everything, like output and such, were we going to create one button-class that doesn’t do that much except for checking input and just write the code that will be executed when the button is pressed in the Update method fin the state we are currently in. We decided on the latter, it might not be as pretty but it seemed like the easier way to do it and the way that made more sense to me. Well they don’t work at the moment because we haven’t got that far yet, but we are close. At the moment we have the methods for creating buttons and drawing them in the GameObjectManager, which we shouldn’t as soon as it works we will copy and move what we need form the GameObjectManager to a ButtonBanager to make the code a bit easier to read, but for testing purposes we still use the GameObjectManager. The buttons will probably work tomorrow or on Saturday. The hardest part about this was to figure out how SFML does things, creating a button might be harder in SDL, but that is something I’ve done before at least. I love that SFML is so much simpler than SDL, but still. At the moment it seems like we will use a fuck-ton of buttons in this game so as soon as we get them working we will be able to start to work on a lot of things like the customization-state, pause-state and menus. We haven’t started on animation yet, because we just recently managed to put most of the basic mechanics in place, but that is something we need for the buttons but right now it is very low-prio, we don’t even have the graphics for it yet.
(Yes the ability to choose what quit-button to press is a feature! Pre-Order today!) Somehow I was assigned to work on the graphics for a bandit, which I was happy with because I do like to draw. I also created a concept for a sniper-rifle that the bandit will use, and we will most likely use it as a weapon the player can equip too and use a future and much more polished version of the rifle in the customization-state. Right now it’s just a sketch, but I’m pretty happy with it, not very original at all but it fits in out game. Filed under: Uncategorized Tagged: 5SD033 Laban Melander Group 9 nine Boreal Entertainment Suit ‘Em Up Uppsala University Universitet Campus Gotland |

