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User Interface: Pause Screen #38

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JohnFu11er opened this issue Nov 5, 2021 · 5 comments
Open

User Interface: Pause Screen #38

JohnFu11er opened this issue Nov 5, 2021 · 5 comments

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@JohnFu11er
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@JohnFu11er
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JohnFu11er commented Nov 5, 2021

Ideas

Build options:

  • Build this in as a screen that will go in front of the player's current screen
  • Build this as a separate scene that is transitioned to on a button press. If I go this route I will have to research on how to stop any actions happening in on the game-play scene that the character is leaving to go to the pause scene.

@JohnFu11er
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JohnFu11er commented Nov 6, 2021

Commit - Pause feature added

  • Added pause key to CharacterInputs
  • Created a Pause Canvas for in game pause overlay screen
  • Created pause control script

@JohnFu11er
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Update

Basic mechanics of the pause are working. Added a red tint to the canvas that the player sees when the game is paused. When you're paused, the system is still taking inputs that are getting executed when you unpause, but its a start.

@JohnFu11er JohnFu11er changed the title Pause Screen UI : Pause Screen Nov 6, 2021
@JohnFu11er JohnFu11er changed the title UI : Pause Screen User Interface: Pause Screen Nov 6, 2021
@JohnFu11er
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JohnFu11er commented Nov 11, 2021

Commit: Fixed the pause bugs described above

  • Moved pause code to global state manager script
  • Pause key definition is also moved to the global state manager script
  • Added a check into each movement for static variable "GameIsPaused"
  • Looks like it is working
  • Time based physics will be automatically stopped when pause is active
  • Any movement function of a player or boss will need to check the state of the static variable "GameIsPaused"

@JohnFu11er
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Next Steps

  • Get art from art team for words on the screen when game is paused
  • If there is time, code a rotating display of random text from a list of

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