Tutorial 5 — Menus, options, pause and languages
A menu
Any scene that extends MenuScene is a menu: a $title, and lines from items().
protected function items(): array
{
return [
// [label, value on the right, on Enter, on left / right]
['PLAY', null, fn () => $this->scenes()->switchTo(PlayScene::class, ['level' => 1])],
['VOLUME', fn () => round($this->sound()->getSfxVolume() * 100) . '%', null,
fn (int $dir) => $this->sound()->setSfxVolume($this->sound()->getSfxVolume() + $dir / 10)],
['OPTIONS', null, fn () => $this->scenes()->push(OptionsScene::class)],
];
}
protected function back(): void
{
$this->scenes()->pop(); // Escape in a submenu
}
switchTo() replaces the screen (with a fade), push() opens one on top, pop() goes back to it.
Pause
A pause is a menu on top of the game: isOverlay() returns true, and the game stays drawn underneath.
final class PauseScene extends MenuScene
{
protected string $title = 'PAUSE';
public function isOverlay(): bool
{
return true;
}
protected function items(): array
{
return [
['RESUME', null, fn () => $this->scenes()->pop()],
['TITLE SCREEN', null, fn () => $this->scenes()->switchTo(TitleScene::class)],
];
}
}
// in the game:
if ($this->actions()->isPressed('pause')) {
$this->scenes()->push(PauseScene::class);
return;
}
With pause_scene: App\Scene\PauseScene in game.yaml, the pause also opens by itself when the tab is hidden
or the window loses focus.
Languages
config/lang.yaml translates the texts (menu labels are translated automatically):
fr:
PLAY: JOUER
'{n} COINS': '{n} PIECES'
In the code: Lang::t('{n} COINS', ['n' => $this->coins]); to change the language:
$this->engine->lang->setLang('fr').