Since writing my last blog post I have been
working on the AI and the menu code within our dissertation game as well as
another one for this module.
I have been able to get the menu codes
working to a level that I am happy with. This is a really helpful piece of code
as it allows me to be able to use it across multiple games that I am
undertaking on this course.
The basics of it are that when the user is
presented with a menu screen, they can click on the play button and be taken
straight into the game. Also, if they click on the Quit button, it will quit
the application for them. This code will also work for taking the player to an
options screen as well as any other screens we decide to implement on the main
menu.
I completed this work using the code C#.
Unfortunately, I was unable to use my preferred coding method, which is
playmaker. This was due to a lack of tutorials that I could find on the
subject.
The process of getting the menu buttons to
work is quite simple once trail and error has been used. First an empty game
object is brought into the Unity scene; next it is resized and shaped to form
the play button on the menu. The code is then written and then dragged and
dropped onto the button.
It was decided that each level and screen
would be in a different scene. This is to make the game less demanding on the
machine it is running off. Because of this, each scene that we make must be
named correctly in the build settings for the menu code to work. The code is
below:
var isQuitBtn = false;
function OnMouseUp()
{
if(isQuitBtn)
{
Application.Quit();
}
else
{
Application.LoadLevel(1);
}
}
To
summarise this code, it works by sending a message to the scene where when the
mouse button is clicked and released, the game will either quit or play
depending on which button the player has targeted. The number in brackets after
‘Application.LoadLevel’
relates to level that is started upon the play button being selected. This may
look very simple, but as I am still new to coding, this was very pleasing to
complete. What is even more rewarding was seeing it work and understanding the
processes behind it.
Next, I plan on using the knowledge I have learned whilst
working on the AI, to create routes within the game that the enemy can navigate.
I hope to progress on this work over the weekend so that next week Tom and
myself can start planning out the first level design.
Written by Phil
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