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creatureOverlay.lua
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100 lines (68 loc) · 3.08 KB
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local composer = require( "composer" )
local scene = composer.newScene()
-- an extremely simple pop-up window.
-- reads a variable to identify which creature to show, and
-- dismisses itself 2ish seconds later.
-- flashy graphical effects are a future state to figure out later.
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
descText = ""
function hideThis()
composer.hideOverlay("crossFade", 200)
end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create( event )
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
local bgFill = {.6, .6, .6, 1}
bg = display.newRect(sceneGroup, display.contentCenterX, display.contentCenterY, 700, 500)
bg.fill = bgFill
end
-- show()
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is still off screen (but is about to come on screen)
elseif ( phase == "did" ) then
-- Code here runs when the scene is entirely on screen
local creatureToShow = composer.getVariable("creatureCaught")
descText = display.newText(sceneGroup, "You Collected " .. creatureToShow, display.contentCenterX, display.contentCenterY -200, 400, 100, native.systemFont, 30)
descText.anchorx = .5
imgBox = display.newImageRect(sceneGroup, "themables/CreatureImages/" .. creatureToShow .. ".png", 400, 400)
imgBox.x = display.contentCenterX
imgBox.y = display.contentCenterY
imgBox.anchorX = .5
imgBox.anchorY = .5
timer.performWithDelay(2500, hideThis, 1)
end
end
-- hide()
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif ( phase == "did" ) then
-- Code here runs immediately after the scene goes entirely off screen
end
end
-- destroy()
function scene:destroy( event )
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene