
Interface · Supermarket Simulator · read from a local copy
The menu you pause into
Pausing opens an escape menu of its own.
Pausing in Supermarket Simulator opens a menu of its own: the game keeps an escape menu, a manager for its tabs and a second one for sub-tabs, plus kinds for leaving and for the transition between screens.
What the game establishes
- Pausing opens an escape menu of its own. (checked against the game's own files)
- The menu's tabs are run by a manager of their own. (checked against the game's own files)
- Sub-tabs have a manager of their own. (checked against the game's own files)
- Quitting is sorted into kinds. (checked against the game's own files)
- Transitions between screens are typed as well. (checked against the game's own files)
- The game draws a pause icon of its own for the menus. (checked against the game's own files)
- The build ships a variant of the escape menu for multiplayer. (checked against the game's own files)
- The menu set also names pictograms for back, play, next, previous and sound on. (checked against the game's own files)
- The menu itself is drawn as a grid of four rounded squares. (checked against the game's own files)
- The pictogram set also names wifi, a search mark, music and an information image. (checked against the game's own files)
In play
Pausing is a screen rather than a freeze. The game has an escape menu of its own, so stopping play opens something built for that purpose instead of leaving you in the shop with the controls off.
The menu is divided by tabs. Tabs are run by a manager of their own, which is why the pause menu can hold several pages without each one being built separately.
There is a second level. Sub-tabs have their own manager, so a page inside the pause menu can have its own divisions rather than everything sitting on one screen.
Leaving is typed. There are kinds of quitting, which is why going back to the main menu and closing the game can be offered as different things rather than one button that does whatever it does.
Screens change in a way the game has named. Transitions are typed as well, so the movement between one screen and the next is chosen rather than happening by accident.
What this entry does not tell you: what each tab holds, how long a transition takes, or which kinds of quitting are offered in a given build. We have not verified those, so we do not print them.
Related
InterfaceThe controls the menus are built fromThe menus are built from the game's own controls, including a dropdown, a grid menu, a pad panel and a text-entry handler.
InterfaceThe settings and the keys you can changeThe game keeps a settings manager, a container for settings and the data behind them.
InterfaceThe hints and pings the game givesThe game runs a ping system of its own.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).