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Buttons and actions

Lives in: screens.json buttons · theme buttons / named packs

What menu and HUD buttons do, and how they look.

Actions you use most

ActionEffect
new_gameStart from the beginning (optional new_game:<story_id> for multi-pack)
continueResume autosave / continue slot
screen:<id>Open that screen
closePop the top screen
quitLeave the game
save / loadOpen your save/load screens (when you built them)

Hooks can use the same strings, e.g. "on_click": "screen:pause". Conditions: "show_if": "has_autosave" (and similar) hide a button until it makes sense.

Full screen structure: Title, pause and settings screens.

How buttons look

SurfaceWhere
Title / pause / settings / HUDTheme root buttons (and optional named button packs)
Story choice rowsChoice packs — Choice and input looks

Typical theme keys (flat or textured): normal / hover / pressed / focus colours or textures, corner radius, padding, font colours. Named packs under themes/ can override a screen’s button look the same way choice packs do — Reusing settings.

Default click / hover sounds come from game.json → sounds unless the pack sets click_sfx / hover_sfx — Music and sounds by default.

Usually you need

WantDo
Title “New Game”Menu button hook "on_click": "new_game"
Open pause"on_click": "screen:pause"
Hide Continue until a save exists"show_if": "has_autosave"
Match choice buttonsChoice pack — not theme buttons

Next

Polish for menus: Transitions · Cursor · or back to Theme and the dialogue box