-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathendingCredit.lua
More file actions
97 lines (78 loc) · 2.79 KB
/
endingCredit.lua
File metadata and controls
97 lines (78 loc) · 2.79 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
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
-----------------------------------------------------------------------------------------
--
-- view2.lua
--
-----------------------------------------------------------------------------------------
local composer = require( "composer" )
local scene = composer.newScene()
local backgroundMusic = audio.loadStream("music/main.mp3")
function scene:create( event )
local sceneGroup = self.view
local background = display.newImage("image/credit.png")
background.x = display.contentCenterX
background.y = display.contentCenterY
sceneGroup:insert(background)
local box = display.newImage("image/creditBox.png")
box.x = display.contentCenterX + 464
box.y = display.contentCenterY
sceneGroup:insert(box)
local creditText = display.newImage("image/creditText.png")
creditText.x = display.contentCenterX + 480
creditText.y = display.contentHeight * 2
sceneGroup:insert(creditText)
local creditTop = display.newImage("image/credit2.png")
creditTop.x = display.contentCenterX + 501.5
creditTop.y = display.contentCenterY - 434
sceneGroup:insert(creditTop)
local creditBottom = display.newImage("image/credit3.png")
creditBottom.x = display.contentCenterX + 506
creditBottom.y = display.contentCenterY + 434
sceneGroup:insert(creditBottom)
transition.moveTo(creditText, {y = - 430, time = 18000})
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if phase == "will" then
-- Called when the scene is still off screen and is about to move on screen
elseif phase == "did" then
-- Called when the scene is now on screen
--
-- INSERT code here to make the scene come alive
-- e.g. start timers, begin animation, play audio, etc.
audio.setVolume(0.5)
local op = {
loops = - 1
}
audio.play(backgroundMusic, op)
end
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if event.phase == "will" then
-- Called when the scene is on screen and is about to move off screen
--
-- INSERT code here to pause the scene
-- e.g. stop timers, stop animation, unload sounds, etc.)
elseif phase == "did" then
-- Called when the scene is now off screen
audio.stop(1)
composer.removeScene("view2")
end
end
function scene:destroy( event )
local sceneGroup = self.view
-- Called prior to the removal of scene's "view" (sceneGroup)
--
-- INSERT code here to cleanup the scene
-- e.g. remove display objects, remove touch listeners, save state, etc.
end
---------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-----------------------------------------------------------------------------------------
return scene