Building a collectibles menu system with scrolling
Dieser Inhalt ist noch nicht in deiner Sprache verfügbar.
💡 Need help with complex UI systems? Want to create professional-looking menus? 🚀 Get UI Design Help
CollectionMaster_99
Posted on July 22, 2025 • Intermediate
📋 Need help with collectibles menu system
I’m working on a Pokemon-style collection game where players can collect various items and creatures. I want to create a scrollable menu that shows all collected items, but I’m running into issues with the scrolling mechanics! 🎮
The problems I’m facing:
- Clones all show the same data from the list
- Scrolling messes up the positioning
- Can’t figure out how to make each clone unique
- Menu doesn’t respond properly to clicks
Has anyone successfully created a scrolling collectibles menu? I’d really appreciate some guidance! 🙏
UIExpert_Sarah
Replied 4 hours later • ⭐ Best Answer
Great question @CollectionMaster_99! I’ve built several collection systems like this. The key is using unique IDs for each clone and proper scroll calculations. Here’s the complete solution:
📊 Menu System Architecture
Here’s how a scrollable collectibles menu works:
🔧 Step 1: Menu Setup and Variables
First, create the necessary variables for the menu system:
when flag clicked set [collectibles menu opened v] to [no] set [scroll v] to [0] set [menu top edge v] to [150] set [item height v] to [60] hide
📋 Step 2: Clone Creation with Unique IDs
Create clones for each item in your collection:
// Main collectibles sprite when flag clicked hide set [id v] to [0] // Create a clone for each collectible repeat until <(id) > (length of [collectibles v])> change [id v] by [1] create clone of [myself v] end // Clone initialization when I start as a clone set [my id v] to (id) forever if <(collectibles menu opened) = [yes]> then show // Set costume based on item type switch costume to (item (my id) of [collectibles v]) // Calculate position with scroll offset set [base y v] to (((menu top edge) + ((costume height) / [2])) - ((my id) * (item height))) go to x: [0] y: ((base y) + (scroll)) // Hide if outside menu bounds if <<(y position) > [180]> or <(y position) < [-180]>> then hide else show end else hide end end
🎮 Step 3: Menu Controls and Scrolling
Handle menu opening/closing and scrolling:
// Menu control (main sprite) when this sprite clicked if <(costume [name v]) = [menu icon]> then if <(collectibles menu opened) = [yes]> then set [collectibles menu opened v] to [no] else set [collectibles menu opened v] to [yes] set [scroll v] to [0] // Reset scroll when opening end end // Scroll controls when key [up arrow v] pressed if <(collectibles menu opened) = [yes]> then if <(scroll) < [200]> then // Limit scroll range change [scroll v] by [30] end end when key [down arrow v] pressed if <(collectibles menu opened) = [yes]> then if <(scroll) > (0 - ((length of [collectibles v]) * (item height)))> then change [scroll v] by [-30] end end
🖱️ Step 4: Item Selection and Actions
Handle clicking on individual items:
// In clone script when this sprite clicked if <(collectibles menu opened) = [yes]> then // Make sure this is a clone, not the original if <not <(costume [name v]) = [menu icon]>> then // Get the item data set [selected item v] to (item (my id) of [collectibles v]) set [selected item name v] to (item (my id) of [item names v]) set [selected item description v] to (item (my id) of [item descriptions v]) // Show item details broadcast [show item details v] // Play selection sound play sound [menu select v] end end
🚀 Step 5: Advanced Features
Add categories and search functionality:
// Category filtering when I receive [filter by category v] if <(item (my id) of [item categories v]) = (selected category)> then show else hide end // Search functionality when I receive [search items v] if <(item (my id) of [item names v]) contains (search text)?> then show else hide end // Smooth scrolling animation define smooth scroll to (target) repeat until <(abs ((scroll) - (target))) < [2]> change [scroll v] by (((target) - (scroll)) / [5]) wait [0.02] seconds end set [scroll v] to (target)
💡 Pro Tips for Better Menus
- Performance: Only show clones that are visible on screen
- Visual feedback: Add hover effects and selection highlights
- Accessibility: Support both mouse and keyboard navigation
- Data organization: Use separate lists for names, descriptions, and categories
This system works great for Pokemon-style collections, inventory systems, and any scrollable menu! The key is giving each clone a unique ID and calculating positions relative to the scroll offset. 🎯
CollectionMaster_99
Replied 2 hours later
@UIExpert_Sarah This is absolutely perfect! 🎉 The unique ID system was exactly what I was missing!
I implemented your solution and now my collectibles menu works flawlessly! The scrolling is smooth, each item displays correctly, and the click detection works perfectly. My Pokemon collection game is finally complete! 🎮✨
Thank you so much for the detailed explanation and code examples! 🙌
GameDesigner_Mike
Replied 1 day later
Excellent solution! I’d like to add a tip for making the menu even more user-friendly: 🎨
// Add visual feedback for hovering when I start as a clone forever if <touching [mouse-pointer v]?> then set [brightness v] effect to [20] set size to [110] % else clear graphic effects set size to [100] % end end
This creates a nice hover effect that makes the menu feel more responsive! Also consider adding sound effects for scrolling and selection. 🔊
Vibelf_Community
Pinned Message • Moderator
🚀 Ready to Create Professional UI Systems?
Great discussion on advanced menu systems! For developers looking to build even more sophisticated user interfaces, our community can help you implement:
- 🎨 Advanced animation systems
- 📱 Responsive menu designs
- 🔍 Complex search and filter systems
- ⚡ Performance-optimized UI components
📚 Related Discussions
- Creating animated menu transitions
- Building inventory management systems
- Designing responsive game interfaces
Ready to create stunning user interfaces? Get expert guidance from our experienced UI developers!