Should be pretty self-evident at this point. 1. Pick a menu length from 1 to 6. 2. Click {GF}. 3. Click a menu header. 4. Select a menu item. 5. Menu closes up and returns the number of the item you selected. 6. Menu item costumes can be typed into (keep the left justification so you don't have to recenter the text when the word length changes). A global status bit is provided so you can tell when a menu is open. Can be used to stop game play, start or stop timer, etc.
Looking pretty ready for prime time. This rev spawned a few extra sprites: A neighbor menu (2 more sprites) and a sprite to hold global menu variables. a. Separated global, menu, and local variables. b. Renamed variables to shorten them with more meaning and make them sort in a structured and friendly fashion. c. Created new message name syntax but the old message names are still hanging around. How do you remove those? Pass everything but the message blocks to a new project and reconstruct the messaging...? d. Flipped color from previous rev. That one has darker color in the header with lighter on menu items, but I think the darker menu item draws the eye and makes a better menu item color. What do you think? FUTURE ENHANCEMENTS A. Have the menu close up when another menu header is clicked. The global <Menu00bOpn> variable can be used to close opened menus after a message is received. B. Have an open menu close up when the mouse is no longer touching it. C. Somehow populate menu item labels from a list variable. (Very likely to be gruesomely complex and bulky or Pie-in-the-Sky dreaming.) D. Figure out if ShowMenu and HideMenu messages serve any useful purpose. E. Once we complete beta testing on this, explore having it unfurl from the top of the screen and pop up from the bottom of the screen like a jack-in-the-box. (Funny hat optional.)