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a standalone start menu example
#1
Photo 
and a start screen.

not a game but an important utility. naalaa examples don't contain a standalone example for a splash screen and start menu
or screens/scenes handling.

in this file/example, I try to fix this.

about screens/scenes handling there is no game scene but I did show how to control screens with an if and boolean(the start screen).
I will create a more complex example using this code.
but it is usable as is for creating text and menu screens with a simple function and arrays.

I wanted to create a tool to do this easily. create an object array with btns and drop it into a function.
"a menu screen in one line of code" more or less.

hers the git repo with the code:

https://github.com/yoel123/naalaa-menu-screen-sample

[Image: sam.gif]

the btn images are generic but can be anything for the idle and hover states. I used the blank btns as placeholders.


also, I should make tutorials for these, maybe for total noobs.

I need to test naalaa as a teaching tool for programming/ game programming. an interesting concept.
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#2
Thank you Rolen.....I haven't used NaaLaa for a while, but this will be useful when I return to it.......Kind regards.
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#3
thanks
I'm making a more complex example with scene handling.
will publish it here when I'm done.

if you have any questions about my code I'm here to help.
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#4
Nice work!

Since naalaa's not object oriented, it might be difficult to create a scene/screen system. Usually you'd prefer to keep each screen in a separate source file. One approach could be to use the old (as in existed before libraries were supported) 'run' and 'include' commands.

If you compile program_x:


Code:
wln "Hello World!"
wait keydown

, you can execute it from program_y:


Code:
run "program_x.sbe"

But it requires that you keep the sbe file that's generated when compiling program_x. However, if you modify program_y:


Code:
include "program_x.sbe"

run "program_x.sbe"


, program_y.exe will NOT need program_x.sbe when executing. 'include' includes the bytecode of a separate program (the sbe file) into the executable.

'run' terminates the currently executing program and launches a new one. But you can pass parameters between programs by filling the string array 'args' with stuff.


Code:
args[2]
args[0] = "Hi"
args[1] = "There"

run "program_x.sbe"


When program_x starts, it can access the stuff in args.

Did I get off track here? Sorry Smile
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#5
I will explore that option too.

as of now, I'm using the code I created to make a game as a proof of concept (it's not a "real time" game, more of a text sim with a lot of screens).

about passing data, this can also be done using files (saving arrays/objects to files as text). it's also a very important concept. any big game needs a screen system and those screens to communicate.
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