class MenuCommands::SelectSavedGame
- MenuCommands::SelectSavedGame
- Command
- Reference
- Object
Overview
Handles displaying a list of saved games, and allows the player select one to continue.
Defined in:
engine/menu_commands/select_saved_game.crConstructors
-
.new(default_scene : Scene.class)
The player is taken to default_scene if there is a problem loading their saved scene.
Instance Method Summary
-
#execute(state : State, user_input : String | Nil) : State
Performs extra processing on the user input.
-
#validate(state : State, user_input : String | Nil) : Bool
Validates the user input given to the command.
Instance methods inherited from class Command
description : String
description,
execute(state : State, user_input : String | Nil) : State
execute,
key : String?
key,
scene : Scene.class?
scene,
sub_commands : Array(Command)
sub_commands,
validate(state : State, user_input : String | Nil) : Bool
validate
Constructor methods inherited from class Command
new(key : String, description : String, scene : Scene.class | Nil)new(key : String, description : String, sub_commands : Array(Command))
new(key : String, description : String, sub_command : Command)
new(description : String, scene : Scene.class | Nil)
new(description : String, sub_commands : Array(Command))
new(description : String, sub_command : Command) new
Constructor Detail
The player is taken to default_scene if there is a problem loading their saved scene.
Instance Method Detail
Performs extra processing on the user input. This will run for both keyed and keyless commands. Override this to add your custom logic.
When using nested commands, commands are executed in order of selection by the player.
This is one of the most important parts of a command, because it allows us to change state in response to the player's choices in the game.
Example
If we had a skill field on Character
we could update it here to give our player
more abilities.
def execute(state : State, user_input : String?) : State
state.character.skill += 1
return state
end
Validates the user input given to the command.
This is only executed for keyless commands since the input to keyed commands is always the same as their #key
.
Override this to add your custom logic.
You could for example, you could make sure the player does not give an empty string for their character name.