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endingSelect.lua
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100 lines (79 loc) · 2.88 KB
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-----------------------------------------------------------------------------------------
--
-- view1.lua
--
-----------------------------------------------------------------------------------------
local composer = require( "composer" )
local scene = composer.newScene()
function scene:create( event )
local sceneGroup = self.view
local background = display.newImage("image/standingBg.png")
background.x = display.contentCenterX
background.y = display.contentCenterY
sceneGroup:insert(background)
local select1 = display.newImage("image/select1.png")
select1.x = display.contentCenterX
select1.y = display.contentCenterY - 218
sceneGroup:insert(select1)
local select2 = display.newImage("image/select2.png")
select2.x = display.contentCenterX
select2.y = display.contentCenterY - 52
sceneGroup:insert(select2)
local textbox = display.newImage("image/OpeningTextbox.png")
textbox.x = display.contentCenterX
textbox.y = display.contentCenterY + 311
sceneGroup:insert(textbox)
local story = display.newText("치치의 선택은...", display.contentCenterX , display.contentCenterY + 370,textbox.x + 80, 300, "font/BMJUA_ttf.ttf")
story:setFillColor(0.3)
story.size = 40
sceneGroup:insert(story)
local function endingSelect1(event)
composer.removeScene("endingSelect")
composer.gotoScene("ending1_1")
end
local function endingSelect2(event)
composer.removeScene("endingSelect")
composer.gotoScene("ending2_1")
end
select1:addEventListener("tap", endingSelect1)
select2:addEventListener("tap", endingSelect2)
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.
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
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