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stage2_clear.lua
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98 lines (79 loc) · 2.72 KB
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-----------------------------------------------------------------------------------------
--
-- view2.lua
--
-----------------------------------------------------------------------------------------
local composer = require( "composer" )
local scene = composer.newScene()
function scene:create( event )
local sceneGroup = self.view
local background = display.newImage("image/stage1_bg.png")
background.x = display.contentCenterX
background.y = display.contentCenterY
sceneGroup:insert(background)
local bg = display.newImage("image/clear1-2.png")
bg.x = display.contentCenterX
bg.y = display.contentCenterY - 75
sceneGroup:insert(bg)
local nextSt = display.newImage("image/nextStage.png")
nextSt.x = display.contentCenterX
nextSt.y = display.contentCenterY + 22
sceneGroup:insert(nextSt)
local map = display.newImage("image/gotoMap.png")
map.x = display.contentCenterX
map.y = display.contentCenterY + 128
sceneGroup:insert(map)
local clearStage = 1
local function nextStage(event)
composer.removeScene("clear")
composer.setVariable("clear2", clearStage)
composer.gotoScene("stage3")
end
nextSt:addEventListener("tap", nextStage)
local function backToMap(event)
composer.removeScene("clear")
composer.setVariable("clear2", clearStage)
composer.gotoScene("map")
end
map:addEventListener("tap", backToMap)
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
composer.removeScene("view8")
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