Add *navigation to the top of your program
Let’s say you were bored one day so you wrote a GuidedTrack program entirely about squids. You can now use the *navigation keyword to provide permanent links at the top of your program that will allow users to jump to different sections of your work.
With navigation, your programs can be a lot more like full-fledged apps. Maybe you want to use *navigation to help users access different programs of a comprehensive tool you’ve made, or revise their settings in your well-being program. There’s a lot you can do with navigation and adding it is easy. Here’s an example of how the squid code might look:
The program above begins with the navigation keyword, which will be visible immediately when the user starts the program. Each of the four navigation items are indented beneath the navigation keyword. Indented beneath each option is the content users would immediately see if they clicked on that option.
Once users are done viewing content from a navigation option, they return to the place they were at before they clicked the navigation.
Navigation content can include all other GuidedTrack keywords, not just text. For example, you can add icons to your navigation program, which could look like this:
You can even use the *goto keyword to redirect users to other parts of your regular program, as this example does.
In this program, the navigation options don’t appear until the user clicks the “Begin” button and the navigation is activated. Once the user clicks “Begin,” the program called “Stache Styles” will also immediately start. Users can go through this program regularly and then begin the next programs in sequence. At any point, the users can also click one of the navigation options to easily review content they may have already seen or to jump ahead to new content that come later in the sequence.
If at any point you want to hide the navigation, you can do so by typing *navigation: hide |