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Small menu problem.
Sorry if this question is too much to ask on the forums, I'm really not sure if 1-2 events can fix it, or if it requires an entire system of values, either way here it is:
In my game, I have a horizontal rectangular menu that you can go through during game play. There are 4 weapons in the menu, and a selector that goes from left to right by pressing spacebar. I got the idea from supermetroid so if any of you have played that you will know exactly what I'm talking about. Anyways, I use global values to tell the menu what weapons to put on it. Thing is if I have 1 weapon but none of the other weapons, my selector will still start at the farthest left space and go through every available/empty space on the menu.
What should I do to get the selector to start at the first available weapon, and cancel when the next space is empty?
Thanks for any help!
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Re: Small menu problem.
You could fastloop through each of the menu spaces and if they are not empty add the number of the ID for the item to a list, then just place the selector by moving through each item on the list. Does this help?