![]() ![]() #Gideros tutorial free#You are of course free to move this toggle button anywhere on the screen within the code. You can easily hide this box via a construction parameter (as shown in the Neon Force screen shot at the top) to make it less intrusive on screen. With the debug menu initialised and running, it can be activated by touching (or clicking with the mouse when within the simulator) the small grey box at the top of the screen with the label “Debug Menu”. The debug menu uses the consolas font, which we exported using the Gideros Font Creator tool.Ībove is a screenshot from the demo project in action. It’s included in the demo project, but you can also find it here: Link. The demo makes use of the scene manager provided by Gideros. This gives us a few things we can toggle or control within the debug menu and should hopefully get your started using it. a movable sprite that will bounce off the screen boundaries #Gideros tutorial how to#Updating the state of the button on the fly is a handy way to ensure buttons can be deactivated when they are not relevant.įor this demo, I have taken the debug menu from Neon Force and placed it into a small Gideros project to demonstrate how to implement, configure and use it in your own games or applications. For example, in the above screen shot, “Decrease lives ” will become dark and inactive when the lives counter is at 0. The state check function is a handy way to enable or disable a button based on the current state of the game. The execute function for each button is called when the button is pressed, and you can configure it to do what ever you like. The press buttons are useful for triggering events or interacting with the game. The toggle buttons are used for Enable/Disable type features and will change text (and colour) based on their state. There are two types of buttons supported - Toggle and Press. ![]() Each of which can have its own description text, button text, execute function (with custom parameters) and a state check function which can enable/disable buttons on the fly. The menu has support for 18 unique buttons. The menu can be toggled on and off via a single tap (or mouse click within the simulator) to a certain part of the screen. As you can see, we use it to alter the score, lives, deploy pick ups or even trigger events like nuking all the enemies (just like in Lemmings :). The screen shot above is taken from our up coming release “Neon Force” with the debug menu in use. #Gideros tutorial simulator#We wanted the ability to toggle game features on or off, trigger events and adjust game settings or values on the fly while testing within the simulator or on a device. The debug menu system was something I originally knocked up one afternoon as we required a way to interact with the game during runtime to test out certain features. This time we are releasing a simple, light weight, configurable (and very useful) debug menu system that you can use in your own mobile games (or apps) using the Gideros SDK. In the past we have release a 3D object demo, a Raycasting Engine demo and also a One Click deploy solution all for use with the Gideros SDK. Feature: Debug menu system for Gideros SDK ![]()
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