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lavalevel

SpriteHelper 2.0 Load Sprites

Jun 17th, 2013
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  1. -----------------------------------------------------------------------------------------
  2. --
  3. -- play.lua
  4. --
  5. -----------------------------------------------------------------------------------------
  6.  
  7. local storyboard = require( "storyboard" )
  8. local scene = storyboard.newScene()
  9.  
  10. local group
  11. local bg
  12. local mg
  13. local fg
  14. local title
  15. local background = display.newGroup() --  Changed to a display group ... {} is a table....  {}
  16.  
  17. -- include Corona's "widget" library
  18. --local widget = require "widget"
  19.  
  20. --------------------------------------------
  21. playerData = {}
  22.  
  23. local map = {   0, 0, 0, 0, 0, 0, 0, 0,
  24.             0, 0, 0, 0, 0, 0, 0, 0,
  25.             0, 0, 0, 0, 0, 0, 0, 0,
  26.             0, 0, 0, "beachcave", "beach", 0, 0, 0,
  27.             0, 0, 0, 0, 0, 0, 0, 0,
  28.             0, 0, 0, 0, 0, 0, 0, 0,
  29.             0, 0, 0, 0, 0, 0, 0, 0,
  30.             0, 0, 0, 0, 0, 0, 0, 0,
  31.  
  32.  }
  33.  
  34. local playerXY = 28
  35.  
  36. -----------------------------------------------------------------------------------------
  37. -- BEGINNING OF YOUR IMPLEMENTATION
  38. --
  39. -- NOTE: Code outside of listener functions (below) will only be executed once,
  40. --       unless storyboard.removeScene() is called.
  41. --
  42. -----------------------------------------------------------------------------------------
  43.  
  44. -- Called when the scene's view does not exist:
  45. function scene:createScene( event )
  46.     group = self.view
  47. end
  48.  
  49. function touched ( event )
  50.     if ("ended" == event.phase) then
  51.         storyboard.gotoScene( "menu", "fade", 500 )
  52.     end
  53. end
  54.  
  55. -- Called immediately after scene has moved onscreen:
  56. function scene:enterScene( event )
  57.    
  58.     -- display a background image
  59.  
  60.     print ("res/Img_Bg_"..map[playerXY])
  61.  
  62.     bg = display.newImageRect( "res/Img_Bg_"..map[playerXY]..".png", display.contentWidth, display.contentHeight )
  63.     bg:setReferencePoint( display.TopLeftReferencePoint ) ; bg.x, bg.y = 0, 0
  64.  
  65.     mg = display.newImageRect( "res/Img_Mg_"..map[playerXY]..".png", display.contentWidth, display.contentHeight )
  66.     mg:setReferencePoint( display.TopLeftReferencePoint ) ; mg.x, mg.y = 0, 0
  67.  
  68.     fg = display.newImageRect( "res/Img_Fg_"..map[playerXY]..".png", display.contentWidth, display.contentHeight )
  69.     fg:setReferencePoint( display.TopLeftReferencePoint ) ; fg.x, fg.y = 0, 0
  70.     --
  71.     -- Touch to go back
  72.     background:insert( bg )
  73.     background:insert( mg )
  74.     background:insert( fg )
  75.     -- all display objects must be inserted into group
  76.     group:insert( background )
  77.  
  78.     --YOU SHOULD LOOK AT config.lua to see how image suffixes are setup for dynamic content scaling.
  79.  
  80.     -- require the sprite sheet information file
  81.     local sheetInfo = require("res.sprites.bobby.Bobby Sprites_Bobby"); --the folders and the lua file exported by SpriteHelper
  82.     --create the image sheet
  83.     --create the sprite
  84.     local imageSheet = graphics.newImageSheet( "res.sprites.bobby.Bobby Sprites_Bobby.png", sheetInfo.getSpriteSheetData() );
  85.    
  86.     local allAnimData = require("res.sprites.bobby.Bobby Sprites_SheetAnimations");
  87.  
  88.     local bobby_anims = allAnimData.getSequenceWithName("NumbersAnim");
  89.    
  90.     local animation = display.newSprite( imageSheet, bobby_anims )
  91.    
  92.     group:insert(animation);
  93.     animation:play()
  94.     animation.x = x;
  95.     animation.y = y;
  96.     createdSprites[#createdSprites+1] = animation;
  97.    
  98.     drawHUD()
  99.     setupScreen()
  100. end
  101.  
  102. function drawHUD()
  103.  
  104.     -- Title
  105.     title = display.newText("HEY! ITS ME! MARIO!", 0, 0, native.systemFontBold, 16)
  106.     title:setTextColor( 255,0,0)
  107.     title.x = display.contentCenterX -- display.viewableContentWidth
  108.     title.y = display.contentCenterY
  109.     title.name = "title"
  110.     group:insert( title )
  111.     group:addEventListener("touch",touched)
  112. end
  113.  
  114. function setupScreen()
  115.    
  116. end
  117.  
  118. -- sprite:setSequence( "walking" )
  119.  
  120.     -- INSERT code here (e.g. start timers, load audio, start listeners, etc.)
  121.  
  122. function drawScreen()
  123.  
  124. end
  125.  
  126. -- Called when scene is about to move offscreen:
  127. function scene:exitScene( event )
  128.     -- group.background=nil
  129.        
  130.     --RDelia  --remove the background display group
  131.         bg:removeSelf()  --group.background.bg:removeSelf()
  132.         mg:removeSelf()
  133.         fg:removeSelf()
  134.         title:removeSelf()
  135.     -- INSERT code here (e.g. stop timers, remove listenets, unload sounds, etc.)
  136. end
  137.  
  138. -- If scene's view is removed, scene:destroyScene() will be called just prior to:
  139. function scene:destroyScene( event )
  140.     local group = self.view
  141.    
  142. end
  143.  
  144. -----------------------------------------------------------------------------------------
  145. -- END OF YOUR IMPLEMENTATION
  146. -----------------------------------------------------------------------------------------
  147.  
  148. -- "createScene" event is dispatched if scene's view does not exist
  149. scene:addEventListener( "createScene", scene )
  150.  
  151. -- "enterScene" event is dispatched whenever scene transition has finished
  152. scene:addEventListener( "enterScene", scene )
  153.  
  154. -- "exitScene" event is dispatched whenever before next scene's transition begins
  155. scene:addEventListener( "exitScene", scene )
  156.  
  157. -- "destroyScene" event is dispatched before view is unloaded, which can be
  158. -- automatically unloaded in low memory situations, or explicitly via a call to
  159. -- storyboard.purgeScene() or storyboard.removeScene().
  160. scene:addEventListener( "destroyScene", scene )
  161.  
  162. -----------------------------------------------------------------------------------------
  163.  
  164. return scene
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