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| 1 | --------------------------------------------------------------------------------- | |
| 2 | -- | |
| 3 | -- testscreen1.lua | |
| 4 | -- | |
| 5 | --------------------------------------------------------------------------------- | |
| 6 | ||
| 7 | local storyboard = require( "storyboard" ) | |
| 8 | local scene = storyboard.newScene() | |
| 9 | ||
| 10 | --------------------------------------------------------------------------------- | |
| 11 | -- BEGINNING OF YOUR IMPLEMENTATION | |
| 12 | --------------------------------------------------------------------------------- | |
| 13 | ||
| 14 | require("physics")
| |
| 15 | physics.start() | |
| 16 | physics.pause() | |
| 17 | --physics.setDrawMode("hybrid")
| |
| 18 | ||
| 19 | gameOn = false | |
| 20 | ||
| 21 | ||
| 22 | local module = require "module" | |
| 23 | ||
| 24 | ||
| 25 | --local lines = module.lines | |
| 26 | --local line_number = module.line_number | |
| 27 | --local line_width = module.line_width | |
| 28 | --local prev_x, prev_y = module.prev_x, module.prev_y | |
| 29 | --local maxLines = 5 | |
| 30 | --local maxDist = 400 | |
| 31 | --local dist = module.dist | |
| 32 | --local mathSqrt = module.mathSqrt | |
| 33 | ||
| 34 | local dist = 0 | |
| 35 | local maxDist = 400 | |
| 36 | ||
| 37 | ||
| 38 | ||
| 39 | ||
| 40 | local drawLine = module.drawLine | |
| 41 | ||
| 42 | local gameWin = module.gameWin | |
| 43 | ||
| 44 | local gameState = module.gameState | |
| 45 | ||
| 46 | ||
| 47 | ||
| 48 | ||
| 49 | -- Called when the scene's view does not exist: | |
| 50 | function scene:createScene( event ) | |
| 51 | local screenGroup = self.view | |
| 52 | ||
| 53 | ||
| 54 | ||
| 55 | local ball = module.spawnBall(30, 50) | |
| 56 | ||
| 57 | local goal = module.createGoal(100, 300) | |
| 58 | ||
| 59 | ||
| 60 | ||
| 61 | local wall = module.createWall( 0, 150, 450, 14, 1) | |
| 62 | ||
| 63 | local wall2 = module.createWall( 200, 300, 400, 10) | |
| 64 | ||
| 65 | local arrow = module.createArrow() | |
| 66 | ||
| 67 | screenGroup:insert( arrow ) | |
| 68 | screenGroup:insert( ball ) | |
| 69 | screenGroup:insert( goal ) | |
| 70 | screenGroup:insert( wall ) | |
| 71 | screenGroup:insert( wall2 ) | |
| 72 | ||
| 73 | local changeGravity = module.changeGravity | |
| 74 | ||
| 75 | ||
| 76 | screenGroup[3]:addEventListener("tap", gameState)
| |
| 77 | arrow:addEventListener("tap", changeGravity)
| |
| 78 | ||
| 79 | ||
| 80 | ||
| 81 | ||
| 82 | end | |
| 83 | ||
| 84 | ||
| 85 | -- Called immediately after scene has moved onscreen: | |
| 86 | function scene:enterScene( event ) | |
| 87 | ||
| 88 | local drawLineWrapper = function(e) | |
| 89 | --if gameOn == false then | |
| 90 | if e.phase == "began" then | |
| 91 | prev_x = e.x | |
| 92 | prev_y = e.y | |
| 93 | elseif e.phase == "moved" then | |
| 94 | if dist < maxDist then | |
| 95 | ||
| 96 | dist_x = e.x - prev_x | |
| 97 | dist_y = e.y - prev_y | |
| 98 | ||
| 99 | dist = dist + mathSqrt(dist_x*dist_x + dist_y*dist_y) | |
| 100 | print(dist) | |
| 101 | ||
| 102 | drawLine(prev_x, prev_y, dist_x, dist_y) | |
| 103 | ||
| 104 | prev_x = e.x | |
| 105 | prev_y = e.y | |
| 106 | ||
| 107 | ||
| 108 | end | |
| 109 | elseif e.phase == "ended" then | |
| 110 | end | |
| 111 | --end | |
| 112 | ||
| 113 | end | |
| 114 | - | |
| 114 | + | |
| 115 | scene.view.lineDrawer = drawLineWrapper | |
| 116 | Runtime:addEventListener("touch", drawLineWrapper)
| |
| 117 | ||
| 118 | Runtime:addEventListener("collision", gameWin)
| |
| 119 | ||
| 120 | ||
| 121 | -- remove previous scene's view | |
| 122 | --storyboard.purgeScene( "storyboard.lastScene" ) | |
| 123 | --storyboard.lastScene = | |
| 124 | ||
| 125 | ||
| 126 | ||
| 127 | end | |
| 128 | ||
| 129 | ||
| 130 | -- Called when scene is about to move offscreen: | |
| 131 | function scene:exitScene( event ) | |
| 132 | ||
| 133 | lines = {}
| |
| 134 | ||
| 135 | ||
| 136 | ||
| 137 | -- remove touch listener for image | |
| 138 | -- image:removeEventListener( "touch", image ) | |
| 139 | ||
| 140 | ||
| 141 | end | |
| 142 | ||
| 143 | ||
| 144 | -- Called prior to the removal of scene's "view" (display group) | |
| 145 | function scene:destroyScene( event ) | |
| 146 | ||
| 147 | print( "((destroying scene 1's view))" ) | |
| 148 | end | |
| 149 | ||
| 150 | --------------------------------------------------------------------------------- | |
| 151 | -- END OF YOUR IMPLEMENTATION | |
| 152 | --------------------------------------------------------------------------------- | |
| 153 | ||
| 154 | -- "createScene" event is dispatched if scene's view does not exist | |
| 155 | scene:addEventListener( "createScene", scene ) | |
| 156 | ||
| 157 | -- "enterScene" event is dispatched whenever scene transition has finished | |
| 158 | scene:addEventListener( "enterScene", scene ) | |
| 159 | ||
| 160 | -- "exitScene" event is dispatched before next scene's transition begins | |
| 161 | scene:addEventListener( "exitScene", scene ) | |
| 162 | ||
| 163 | -- "destroyScene" event is dispatched before view is unloaded, which can be | |
| 164 | -- automatically unloaded in low memory situations, or explicitly via a call to | |
| 165 | -- storyboard.purgeScene() or storyboard.removeScene(). | |
| 166 | scene:addEventListener( "destroyScene", scene ) | |
| 167 | ||
| 168 | --------------------------------------------------------------------------------- | |
| 169 | ||
| 170 | return scene |