I've managed to get the menu working like I wanted it to. Thanks everyone! On Thu, Jun 3, 2010 at 2:32 PM, Jake Bolton <ninmonk...@gmail.com> wrote:
> Yes. > > You have currently selected unit on menu click. > Clicking "attack" let's you select a target. > Save / store these now. > DoAttack( unitCur, unitSelected ) > > might be easier to send an event. > > Pseudo: # event type as string > # then keyword list, args can be different between types. > send_event( type="attack", > attacker=curSelectedUnit() , target=clickedUnit(), weapon="primary" ) > > Another option is define menu , set function reference: > > # func Menu.additem= > Class Menu() > AddItem( desc, func ) > > # didn't use target as args, keeping logic outside menu > M.addItem( "attack" , game.handleAttack() ) > > # game class containing units. Def func= > Game.handleAttack( self ) > Attacker= self.curUnit() > Defender=self.selectedUnit() > self.damage(defender) > > Monkey > > On Jun 2, 2010, at 9:24 AM, B W <stabbingfin...@gmail.com> wrote: > > > In my mind, the player has to select which unit to perform an action on. > That target would be stored as state info in your game engine. Then your > attack() callback simply chooses the attack action, and the game engine has > the info it needs to execute the turn: player->attacking->target. > > > > Gumm >