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startScreen.lua
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local composer = require( "composer" )
local widget = require( "widget" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------------------------------------
-- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called.
-- -----------------------------------------------------------------------------------------------------------------
-- local forward references should go here
-- -------------------------------------------------------------------------------
local function startBtnListener( event )
composer.gotoScene( "level1", "fade", 800)
end
-- "scene:create()"
function scene:create( event )
local sceneGroup = self.view
-- Initialize the scene here.
local bg = display.newImage( sceneGroup, "res/splashBG.jpg", display.contentWidth/2, display.contentHeight/2 + 10)
bg.width = display.contentWidth
bg.height = display.contentHeight - 10
local name = display.newText( sceneGroup, "Austin Ruggles", display.contentWidth/2, 5, display.contentWidth, 10, arial, 8 )
local startBtnOpt = {
x = 175,
y = 150,
width = 155,
height = 15,
shape = "roundedRect",
id = "btnStart",
label = "START ol^.^lo ",
labelColor = { default={ 0, 0, 0 }, over={ 1, 1, 1 } },
fillColor = { default={ .984, 1, .565, 1 }, over={ .168627, 0, 1 } },
strokeColor = { default={ 1, 0.4, 0, 1 }, over={ 0.8, 0.8, 1, 1 } },
strokeWidth = 1,
onRelease = startBtnListener,
}
local startBtn = widget.newButton( startBtnOpt )
sceneGroup:insert( startBtn )
-- Example: add display objects to "sceneGroup", add touch listeners, etc.
end
-- "scene:show()"
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is still off screen (but is about to come on screen).
elseif ( phase == "did" ) then
-- Called when the scene is now on screen.
-- Insert code here to make the scene come alive.
-- Example: start timers, begin animation, play audio, etc.
end
end
-- "scene:hide()"
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is on screen (but is about to go off screen).
-- Insert code here to "pause" the scene.
-- Example: stop timers, stop animation, stop audio, etc.
elseif ( phase == "did" ) then
-- Called immediately after scene goes off screen.
end
end
-- "scene:destroy()"
function scene:destroy( event )
local sceneGroup = self.view
-- Called prior to the removal of scene's view ("sceneGroup").
-- Insert code here to clean up the scene.
-- Example: remove display objects, save state, etc.
end
-- -------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -------------------------------------------------------------------------------
return scene