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lavalevel

Menu Button

Oct 3rd, 2013
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Lua 3.62 KB | None | 0 0
  1. -----------------------------------------------------------------------------------------
  2. --
  3. -- menu.lua
  4. --
  5. -----------------------------------------------------------------------------------------
  6.  
  7. local storyboard = require( "storyboard" )
  8. local scene = storyboard.newScene()
  9.  
  10. -------------------------------------------
  11. local objectArray = {}
  12.  
  13. -----------------------------------------------------------------------------------------
  14. -- BEGINNING OF YOUR IMPLEMENTATION
  15. --
  16. -- NOTE: Code outside of listener functions (below) will only be executed once,
  17. --       unless storyboard.removeScene() is called.
  18. --
  19. -----------------------------------------------------------------------------------------
  20.  
  21. -- Called when the scene's view does not exist:
  22. function scene:createScene( event )
  23.     local group = self.view
  24.     local Button_play
  25.     -- display a background image
  26.     local background = display.newImageRect( "res/bk_default.png", display.contentWidth, display.contentHeight )
  27.     background:setReferencePoint( display.TopLeftReferencePoint )
  28.     background.x, background.y = 0, 0
  29.    
  30.    
  31.     local Headertext = display.newText( rosetta:getString("We Must Survive!"), 0, 0, "WeMustSurvive", 36)
  32.  
  33.     -- all display objects must be inserted into group
  34.  
  35.     group:insert( background )
  36.     group:insert( Headertext )
  37. end
  38.  
  39.  
  40. local Button_play = function( event )
  41.  
  42.             print (" *** HEY !!! *** ")
  43.         storyboard.gotoScene( "play", "fade", 500 )
  44. end
  45.  
  46.  
  47.  
  48. -- Called immediately after scene has moved onscreen:
  49. function scene:enterScene( event )
  50.     local group = self.view
  51.  
  52.  
  53. -- INSERT code here (e.g. start timers, load audio, start listeners, etc.)
  54.    
  55.  
  56.     Button_play = widget.newButton
  57. {
  58.     id = "smallBtn",
  59.     defaultFile = "res/btn_up.png",
  60.     overFile = "res/btn_down.png",
  61.     label =  rosetta:getString("play"),
  62.     font = "Tungsten",
  63.     labelYOffset = 3,
  64.     fontSize = _FontSize1,
  65.     emboss = true,
  66.     labelColor =
  67.     {
  68.         default = { 0, 0, 0, 255 },
  69.     },
  70.     onRelease = Button_play,
  71. }
  72.  
  73.     Button_play .x = _CX *.5 + math.random(1,10) -- 160
  74.     Button_play .y = _CY * 2.8 + math.random(1,10)-- 130
  75.     Button_play .isActive = true
  76.  
  77.  
  78. group:insert( Button_play )
  79.    
  80.    
  81. end
  82.  
  83. -- Called when scene is about to move offscreen:
  84. function scene:exitScene( event )
  85.     local group = self.view
  86.  
  87.     Button_play:removeSelf()
  88.     -- Button_play = nil
  89.    
  90.     -- INSERT code here (e.g. stop timers, remove listenets, unload sounds, etc.)
  91. end
  92.  
  93. -- If scene's view is removed, scene:destroyScene() will be called just prior to:
  94. function scene:destroyScene( event )
  95.     local group = self.view
  96.    
  97.     for i = #objectArray,1,-1 do
  98.     objectArray[i][1]:removeSelf()
  99.     objectArray[i][1] = nil
  100.     objectArray[i][2] = nil
  101.     table.remove(objectArray)
  102.     end
  103. end
  104.  
  105. -----------------------------------------------------------------------------------------
  106. -- END OF YOUR IMPLEMENTATION
  107. -----------------------------------------------------------------------------------------
  108.  
  109. -- "createScene" event is dispatched if scene's view does not exist
  110. scene:addEventListener( "createScene", scene )
  111.  
  112. -- "enterScene" event is dispatched whenever scene transition has finished
  113. scene:addEventListener( "enterScene", scene )
  114.  
  115. -- "exitScene" event is dispatched whenever before next scene's transition begins
  116. scene:addEventListener( "exitScene", scene )
  117.  
  118. -- "destroyScene" event is dispatched before view is unloaded, which can be
  119. -- automatically unloaded in low memory situations, or explicitly via a call to
  120. -- storyboard.purgeScene() or storyboard.removeScene().
  121. scene:addEventListener( "destroyScene", scene )
  122.  
  123. -----------------------------------------------------------------------------------------
  124.  
  125. return scene
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