So, here we're checking to make sure we're in the game room, then we check to see if the "P" key is pressed. If it is pressed, we toggle the paused variable using the not operator! We then check if it's false the game was paused, but it's just been unpaused and if it is we activate all the instances in the room and free the surface that we use for drawing while the game is paused.
This part is important, as we don't want to keep the surface in memory if it's not required anymore. We do this because we'll be using it as a control for deactivating instances in the Draw Event, which we'll explain in a moment.
The next bit of code in this event is for dealing with the alarms in the controller object. Alarms count down by 1 at the beginning of every step of the game, which means to pause them, we simply add 1 every step while the game is paused! This operator is the same as doing:. We'll break the code to add into two sections to make it easier to follow.
To start with, we'll have this code:. Here we are checking to see if the paused variable is true and if it is we then check to see if the surface we'll be using to draw instead of instances actually exists or not. Why is this step important? This means that we will only deactivate objects when the game is paused, and it also means that we can use this section to create other instances after calling the deactivate code - like pause menu buttons or logos or whatever - and they won't be affected by the deactivation.
Android appears to be designed this way, as if all applications running on it are services that should always remain open. There seems to be valid ways to force close Android apps in Java, so I have created a feature request to allow Godot to support force closing in the future. With the Pause Menu hooked up all that remains is to remove the old navigation code used by the Main Menu to launch the various test scenes and replace them with the SetActiveScene message channel.
As previously described this is a simple matter of implementing the SetActiveScene args signal in the Main Menu script and emitting it with correctly populated message arguments.
The connection of the signal is done for the Main Menu scene during its creation by the activeSceneManager. Within the Main Menu scene the buttons are connected to a single OnButtonPressed function in the script. When a button is pressed it passes the details of the test scene selected. Where OnButtonPressed used to create and instance the test scene when called, it now simply emits the SetActiveScene signal and constructs a message using the details passed in.
The activeSceneManager does the heavy lifting and looks after the game state. Now everything is in place and we are ready to run the application. The Pause Menu on Windows Desktop. The Pause Menu on Android Phone. I would only want these changes to appear when running on Android to avoid breaking the current design for other platforms.
Further research is needed to discover how to achieve this, though I suspect adding an argument when exporting to Android will be the first thing to investigate. I like the symmetry of the current design with short four-letter words to describe intent. I also like the current icons that accurately describe what the intention of the button is by mimicking real-world hardware devices. The best outcome for me is that Godot will support force closing on Android in the future. See all the code on my Github Gist.
See you then! Perth, Western Australia. Software Algorithms for k-combinations. Building a Pause Menu - Part 4. Building a Pause Menu - Part 3. Building a Pause Menu - Part 2.
Home Archives About. Posted Updated 20 minutes read About words 0 visits. I built a pause menu to improve the experience on my Android phone. Background After constructing a home menu for my Capability Test App see my last post I thought I was done with menus for a while. Nodes seem to behave more like methods on an object than as objects themselves, which feels a little unnatural.
However my instincts about when to break script files apart still trigger in a timely fashion. The background of the Pause Menu is partially transparent to allow the active scene to be visible underneath when the Pause Menu is shown.
Author Carl Scarlett. Licensed under. Comments Please enable JavaScript to view the comments powered by Disqus. Posts Categories Tags Recents Red Peregrine 2. Categories algorithms 1 design 1 process 1 developer 1 flow 1 productivity 1 gamedev 10 gameengine 1 indiedev 9 gameengine 2 godot 8 gdscript 4 hexo 1 icarus 1 mathematics 1 k-combinations 1 series 4 PauseMenu 4 tests 2 performance 2 zodproj Tags Algorithms 1.
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