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- -----------------------------------------------------------------------------------------
- --
- -- menu.lua
- --
- -----------------------------------------------------------------------------------------
- local storyboard = require( "storyboard" )
- local scene = storyboard.newScene()
- -------------------------------------------
- local objectArray = {}
- -----------------------------------------------------------------------------------------
- -- 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 )
- local group = self.view
- local Button_play
- -- display a background image
- local background = display.newImageRect( "res/bk_default.png", display.contentWidth, display.contentHeight )
- background:setReferencePoint( display.TopLeftReferencePoint )
- background.x, background.y = 0, 0
- local Headertext = display.newText( rosetta:getString("We Must Survive!"), 0, 0, "WeMustSurvive", 36)
- -- all display objects must be inserted into group
- group:insert( background )
- group:insert( Headertext )
- end
- local Button_play = function( event )
- print (" *** HEY !!! *** ")
- storyboard.gotoScene( "play", "fade", 500 )
- end
- -- Called immediately after scene has moved onscreen:
- function scene:enterScene( event )
- local group = self.view
- -- INSERT code here (e.g. start timers, load audio, start listeners, etc.)
- Button_play = widget.newButton
- {
- id = "smallBtn",
- defaultFile = "res/btn_up.png",
- overFile = "res/btn_down.png",
- label = rosetta:getString("play"),
- font = "Tungsten",
- labelYOffset = 3,
- fontSize = _FontSize1,
- emboss = true,
- labelColor =
- {
- default = { 0, 0, 0, 255 },
- },
- onRelease = Button_play,
- }
- Button_play .x = _CX *.5 + math.random(1,10) -- 160
- Button_play .y = _CY * 2.8 + math.random(1,10)-- 130
- Button_play .isActive = true
- group:insert( Button_play )
- end
- -- Called when scene is about to move offscreen:
- function scene:exitScene( event )
- local group = self.view
- Button_play:removeSelf()
- -- Button_play = nil
- -- 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
- for i = #objectArray,1,-1 do
- objectArray[i][1]:removeSelf()
- objectArray[i][1] = nil
- objectArray[i][2] = nil
- table.remove(objectArray)
- end
- 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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