function state_menu() local selected = 1 local buttons = {} -- local buttons = { -- make_button({x=10, y=10, w=30, text="pLAY", data={i=1}, -- on_click=function() set_state(states.loading) end, -- on_hover=function(btn) selected=1 end, -- }), -- } local game_sizes = { {"mINI bOARD - 4X4", 4}, {"sMALL bOARD - 6X6", 6}, {"mEDIUM bOARD - 8X8", 8}, {"lARGE bOARD - 10X10", 10} } for k, item in ipairs(game_sizes) do add(buttons, make_button({ x=10, y=10+k*10, selected_color=7, text=item[1], on_click=function() board_size=item[2] set_state(states.loading) end, on_hover=function() selected=k end, }) ) end local rulesId = #buttons+1 add(buttons, make_button({x=10, y=20+(#game_sizes+1)*10, w=30, text="rULES", color=13, selected_color=12, on_click=function() set_state(states.rules) end, on_hover=function() selected=rulesId end, }) ) local function _enter() -- mouse not bound to buttons poke(0x5F2D, 1) end local function _draw() cls() draw_bg_menu() print("pLAY", 10, 8, 8) for k,button in ipairs(buttons) do button:draw(selected == k) end print("pRESS ❎/X TO CONTINUE", 8, 120, 7) end return { _enter = _enter, _update = function() for button in all(buttons) do button:update() end if btnp(UP) then selected -= 1 elseif btnp(DOWN) then selected += 1 elseif btnp(BTN_X) then buttons[selected]:on_click() end selected = mid(1, selected, #buttons) end, _draw = _draw } end