[Solved] Help with buttons

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billythecodingkid
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[Solved] Help with buttons

Post by billythecodingkid »

So I'm currently trying to make a Pokemon type game were is is basically a infinite fighting game with new enemies piping up after the old one has died. Right know I am trying to make the start menu buttons work properly, I have made it so that it if you click start it starts the game but the buttons won't disappear. Also I need help with my button library so it knows which button is clicked (I have a general idea of what should how it should work but I don't know how to properly do it). If you find any other things I'm doing wrong, could you tell me because Im not really a expert in Lua at the moment.

Ps: Don't mind the Click X and Click Y, its just there to place images in the right place
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Last edited by billythecodingkid on Sun Oct 05, 2014 10:24 am, edited 2 times in total.
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Doctory
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Re: Help with buttons

Post by Doctory »

Here's a solution:

make a gamestate variable.
heres an example:

Code: Select all

function love.load()
  gamestate = "menu"
  --your code
end

function love.draw()
  if gamestate == "menu"
    --draw the buttons here
    --everything thats supposed to be in the menu
  elseif gamestate == "game" then
    --draw game buttons and everything else game related
end

--love functions
billythecodingkid
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Posts: 5
Joined: Sun Oct 05, 2014 5:51 am

Re: Help with buttons

Post by billythecodingkid »

Doctory wrote:Here's a solution:

make a gamestate variable.
heres an example:

Code: Select all

function love.load()
  gamestate = "menu"
  --your code
end

function love.draw()
  if gamestate == "menu"
    --draw the buttons here
    --everything thats supposed to be in the menu
  elseif gamestate == "game" then
    --draw game buttons and everything else game related
end

--love functions
I do have a gamestate variable, yet it does not fix the problem. I think it might be how I coded it -- I think.
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Doctory
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Re: Help with buttons

Post by Doctory »

-snip-

The gamestate variable should be checked in love.draw, not love.load.
EDIT:
Heres a solution I think would be of help:
Add a function that will remove buttons, so when you are in the game state, remove the menu buttons.
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AlexCalv
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Re: Help with buttons

Post by AlexCalv »

Doctory wrote:-snip-

The gamestate variable should be checked in love.draw, not love.load.
EDIT:
Heres a solution I think would be of help:
Add a function that will remove buttons, so when you are in the game state, remove the menu buttons.
I was having trouble with this type of method of adding buttons earlier as well. How would you write a remove function? When I tried table.remove(buttons, i) it only removed the first button.
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Doctory
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Re: Help with buttons

Post by Doctory »

AlexCalv wrote:
Doctory wrote:-snip-

The gamestate variable should be checked in love.draw, not love.load.
EDIT:
Heres a solution I think would be of help:
Add a function that will remove buttons, so when you are in the game state, remove the menu buttons.
I was having trouble with this type of method of adding buttons earlier as well. How would you write a remove function? When I tried table.remove(buttons, i) it only removed the first button.
Add an id to each button. Then you could do

Code: Select all

function removeButton(id)
  for i,k in ipairs(buttons) do
    if k.id == id then
      table.remove(buttons, i)
    end
  end
end
edit: thats just for a specific button btw.
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AlexCalv
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Re: Help with buttons

Post by AlexCalv »

I don't know how I didn't think of that earlier. I already have ids to the buttons. I really wasn't using my head on this one lmao. Thanks!
billythecodingkid
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Posts: 5
Joined: Sun Oct 05, 2014 5:51 am

Re: Help with buttons

Post by billythecodingkid »

AlexCalv wrote: I was having trouble with this type of method of adding buttons earlier as well. How would you write a remove function? When I tried table.remove(buttons, i) it only removed the first button.
Hmm... maybe try for

Code: Select all

for i,v in ipairs(t) do 
    table.remove(t, i) 
end
and replacing t with the table name

EDIT: Or do what the doctor said, preferable the doctor
Last edited by billythecodingkid on Sun Oct 05, 2014 8:05 am, edited 1 time in total.
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Doctory
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Re: Help with buttons

Post by Doctory »

AlexCalv wrote:I don't know how I didn't think of that earlier. I already have ids to the buttons. I really wasn't using my head on this one lmao. Thanks!
No problem.
edit: billythecodingkid, this could fix your button problem. Try and implement what I said.
billythecodingkid
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Posts: 5
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Re: Help with buttons

Post by billythecodingkid »

I implemented

Code: Select all

for i,v in ipairs(t) do 
    table.remove(t, i) 
end
in love.update() and it does remove them but it does it with a second delay so I'm going to try what you said doc

EDIT: Still happens with your way. I might as well redo the whole code used for the buttons maybe that will work :death:
Last edited by billythecodingkid on Sun Oct 05, 2014 8:15 am, edited 1 time in total.
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