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- -----------------------------------------------------------------------------------------
- --
- -- play.lua
- --
- -----------------------------------------------------------------------------------------
- local storyboard = require( "storyboard" )
- local scene = storyboard.newScene()
- local group
- local bg
- local mg
- local fg
- local title
- local background = display.newGroup() -- Changed to a display group ... {} is a table.... {}
- -- include Corona's "widget" library
- --local widget = require "widget"
- --------------------------------------------
- playerData = {}
- local map = { 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, "beachcave", "beach", 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0,
- }
- local playerXY = 28
- -----------------------------------------------------------------------------------------
- -- BEGINNING OF YOUR IMPLEMENTATION
- --
- -- NOTE: Code outside of listener functions (below) will only be executed once,
- -- unless storyboard.removeScene() is called.
- --
- -----------------------------------------------------------------------------------------
- -- Called when the scene's view does not exist:
- function scene:createScene( event )
- group = self.view
- end
- function touched ( event )
- if ("ended" == event.phase) then
- storyboard.gotoScene( "menu", "fade", 500 )
- end
- end
- -- Called immediately after scene has moved onscreen:
- function scene:enterScene( event )
- -- display a background image
- print ("res/Img_Bg_"..map[playerXY])
- bg = display.newImageRect( "res/Img_Bg_"..map[playerXY]..".png", display.contentWidth, display.contentHeight )
- bg:setReferencePoint( display.TopLeftReferencePoint ) ; bg.x, bg.y = 0, 0
- mg = display.newImageRect( "res/Img_Mg_"..map[playerXY]..".png", display.contentWidth, display.contentHeight )
- mg:setReferencePoint( display.TopLeftReferencePoint ) ; mg.x, mg.y = 0, 0
- fg = display.newImageRect( "res/Img_Fg_"..map[playerXY]..".png", display.contentWidth, display.contentHeight )
- fg:setReferencePoint( display.TopLeftReferencePoint ) ; fg.x, fg.y = 0, 0
- --
- -- Touch to go back
- background:insert( bg )
- background:insert( mg )
- background:insert( fg )
- -- all display objects must be inserted into group
- group:insert( background )
- --YOU SHOULD LOOK AT config.lua to see how image suffixes are setup for dynamic content scaling.
- -- require the sprite sheet information file
- local sheetInfo = require("res.sprites.bobby.Bobby Sprites_Bobby"); --the folders and the lua file exported by SpriteHelper
- --create the image sheet
- --create the sprite
- local imageSheet = graphics.newImageSheet( "res.sprites.bobby.Bobby Sprites_Bobby.png", sheetInfo.getSpriteSheetData() );
- local allAnimData = require("res.sprites.bobby.Bobby Sprites_SheetAnimations");
- local bobby_anims = allAnimData.getSequenceWithName("NumbersAnim");
- local animation = display.newSprite( imageSheet, bobby_anims )
- group:insert(animation);
- animation:play()
- animation.x = x;
- animation.y = y;
- createdSprites[#createdSprites+1] = animation;
- drawHUD()
- setupScreen()
- end
- function drawHUD()
- -- Title
- title = display.newText("HEY! ITS ME! MARIO!", 0, 0, native.systemFontBold, 16)
- title:setTextColor( 255,0,0)
- title.x = display.contentCenterX -- display.viewableContentWidth
- title.y = display.contentCenterY
- title.name = "title"
- group:insert( title )
- group:addEventListener("touch",touched)
- end
- function setupScreen()
- end
- -- sprite:setSequence( "walking" )
- -- INSERT code here (e.g. start timers, load audio, start listeners, etc.)
- function drawScreen()
- end
- -- Called when scene is about to move offscreen:
- function scene:exitScene( event )
- -- group.background=nil
- --RDelia --remove the background display group
- bg:removeSelf() --group.background.bg:removeSelf()
- mg:removeSelf()
- fg:removeSelf()
- title:removeSelf()
- -- INSERT code here (e.g. stop timers, remove listenets, unload sounds, etc.)
- end
- -- If scene's view is removed, scene:destroyScene() will be called just prior to:
- function scene:destroyScene( event )
- local group = self.view
- end
- -----------------------------------------------------------------------------------------
- -- END OF YOUR IMPLEMENTATION
- -----------------------------------------------------------------------------------------
- -- "createScene" event is dispatched if scene's view does not exist
- scene:addEventListener( "createScene", scene )
- -- "enterScene" event is dispatched whenever scene transition has finished
- scene:addEventListener( "enterScene", scene )
- -- "exitScene" event is dispatched whenever before next scene's transition begins
- scene:addEventListener( "exitScene", scene )
- -- "destroyScene" event is dispatched before view is unloaded, which can be
- -- automatically unloaded in low memory situations, or explicitly via a call to
- -- storyboard.purgeScene() or storyboard.removeScene().
- scene:addEventListener( "destroyScene", scene )
- -----------------------------------------------------------------------------------------
- return scene
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