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menu.lua
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menu.lua
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local composer = require( "composer" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
-- takes the game to setting
--local function gotoSettings()
-- composer.gotoScene( "gamesettings" )
--end
-- takes the game to the playground
local function playGame()
composer.gotoScene( "playground", { time=300, effect="fade" } )
end
local function showHighScores()
composer.gotoScene( "highscores", { time=300, effect="fade" } )
end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create( event )
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
local background = display.newImageRect( sceneGroup, "background.png", 320, 580 )
background.x = display.contentCenterX
background.y = display.contentCenterY
--local title = display.newImageRect( sceneGroup, "title.png", 250, 25 ) -- assumes the title is 250x25
--title.x = display.contentCenterX
--title.y = 50
local playButton = display.newText( sceneGroup, "Play!", display.contentCenterX, 160, native.systemFontBold, 20 )
playButton:addEventListener( "tap", playGame )
local highscoresButton = display.newText( sceneGroup, "High Scores", display.contentCenterX, 200, native.systemFontBold, 20 )
highscoresButton:addEventListener( "tap", showHighScores )
--local gameSettingsButton = display.newText( sceneGroup, "Settings", display.contentCenterX, 200, native.systemFontBold, 20 )
--gameSettingsButton:addEventListener( "tap", gotoSettings )
end
-- show()
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is still off screen (but is about to come on screen)
elseif ( phase == "did" ) then
-- Code here runs when the scene is entirely on screen
end
end
-- hide()
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif ( phase == "did" ) then
-- Code here runs immediately after the scene goes entirely off screen
end
end
-- destroy()
function scene:destroy( event )
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene