跳转到内容

Invisible buttons still clickable when switching game scenes

此内容尚不支持你的语言。

💡 Having trouble with Scratch block assembly? Don’t know how to implement code logic? 🚀 Get Help Now

GA

GameDev_Alex

Posted on July 22, 2025 • Intermediate

🎮 Buttons still clickable when invisible in different game scenes

Hey everyone! I’m working on a multi-scene game where players can switch between different game modes. The problem is that when I’m in a game scene, the menu buttons are still there but invisible, and when I click where they used to be, it takes me to another game scene unexpectedly.

I’ve tried hiding the buttons but they’re still responding to clicks. How do I properly disable buttons when switching between game scenes? This is really frustrating because players keep accidentally triggering scene changes! 😤

Any help would be greatly appreciated! I’m still learning about proper game state management.

SM

SceneManager_Pro

Replied 3 hours later • ⭐ Best Answer

Great question @GameDev_Alex! This is a very common issue when building multi-scene games. The problem is that your button scripts are still running even when the buttons are hidden. Here’s the proper solution:

🎯 Game State Management Flow

Here’s how proper scene management should work:

flowchart TD A[🚀 Game Start] --> B[Set Game# = 0] B --> C[🏠 Main Menu] C --> D{Button Clicked?} D -->|Game 1| E[Set Game# = 1] D -->|Game 2| F[Set Game# = 2] D -->|Settings| G[Set Game# = 3] E --> H[🎮 Game Scene 1] F --> I[🎮 Game Scene 2] G --> J[⚙️ Settings Scene] H --> K{Back Button?} I --> K J --> K K -->|Yes| L[Set Game# = 0] L --> C style A fill:#e1f5fe style B fill:#f3e5f5 style C fill:#e8f5e8 style H fill:#fff3e0 style I fill:#fff3e0 style J fill:#fce4ec

🔧 Step 1: Create Game State Variable

First, create a variable called Game# to track which scene you’re in:

    when flag clicked
set [Game# v] to [0]
  

🚫 Step 2: Add State Checks to Button Scripts

This is the key fix! Add a check at the top of each button’s forever loop:

    when flag clicked
forever
if <(Game#) > [0]> then
wait until <(Game#) = [0]>
end
// Your button detection code here
if <touching [mouse-pointer v]?> then
if <mouse down?> then
set [Game# v] to [1]
broadcast [start game 1 v]
end
end
end
  

🏠 Step 3: Back to Menu System

Create a “Back to Lobby” system that resets the game state:

    when I receive [back to lobby v]
set [Game# v] to [0]
broadcast [show menu v]
broadcast [hide game ui v]
  

🎮 Step 4: Scene-Specific Button Management

For each game scene, manage button visibility properly:

    // Menu buttons sprite
when I receive [show menu v]
show
go to front layer

when I receive [hide menu v]
hide

// Game UI buttons sprite
when I receive [show game ui v]
show
go to front layer

when I receive [hide game ui v]
hide
  

🚀 Step 5: Complete Scene Transition

Here’s how to properly transition between scenes:

    // When starting a game
when I receive [start game 1 v]
broadcast [hide menu v]
broadcast [show game ui v]
switch backdrop to [game scene 1 v]

// When returning to menu
when I receive [back to lobby v]
broadcast [hide game ui v]
broadcast [show menu v]
switch backdrop to [main menu v]
  

The key insight is that hiding a sprite doesn’t stop its scripts from running. You need to actively pause the button detection when you’re not in the menu scene!

Hope this helps! Let me know if you need clarification on any part! 😊

GA

GameDev_Alex

Replied 45 minutes later

@SceneManager_Pro This is exactly what I needed! Thank you so much! 🎉

I implemented the Game# variable check and now my buttons properly stop responding when I’m in different scenes. The wait until block was the missing piece I didn’t know about!

One follow-up question - should I use the same approach for other UI elements like health bars and score displays?

UI

UIExpert_Jenny

Replied 1 hour later

@GameDev_Alex Yes! The same principle applies to all UI elements. Here’s a pro tip for managing complex UI systems:

    // Create a master UI controller
when I receive [set scene v]
if <(Scene) = [menu]> then
broadcast [show menu ui v]
broadcast [hide game ui v]
else
if <(Scene) = [game]> then
broadcast [hide menu ui v]
broadcast [show game ui v]
end
end
  

This way you can control all UI elements from one central location! Much cleaner than managing each element separately. ✨

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Want to Master Game State Management?

Excellent discussion everyone! For those looking to create even more sophisticated scene management systems, our community can help you implement:

  • 🎮 Advanced state machines
  • 🔄 Smooth scene transitions
  • 💾 Save/load game states
  • 🎯 Complex UI management systems

📚 Related Discussions

Ready to build professional-quality games with proper state management? Get personalized guidance from our expert tutors in the Vibelf app!