-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathsplash.lua
More file actions
82 lines (55 loc) · 2.58 KB
/
splash.lua
File metadata and controls
82 lines (55 loc) · 2.58 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
local composer = require( "composer" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
local function continue (event)
composer.gotoScene( "lvlSelect", {effect = "fade", time = 1000})
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
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)
local clickToCon = display.newText( {parent = sceneGroup, x = 0.5*_W, y = 0.8*_H, text = "click to continue", font = "MajorMonoDisplay-Regular.ttf", fontSize = 50} )
local name = display.newText({parent = sceneGroup, x = 0.5*_W, y = 0.5*_H, text = "Made by MAX", fontSize = 200, font = "MajorMonoDisplay-Regular.ttf"})
elseif ( phase == "did" ) then
-- Code here runs when the scene is entirely on screen
Runtime:addEventListener("touch", continue)
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)
Runtime:removeEventListener("touch", continue)
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