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gameover.lua
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gameover.lua
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local composer = require( "composer" )
local scene = composer.newScene()
-- include Corona's "widget" library
local widget = require "widget"
--------------------------------------------
local screenW, screenH, halfW, halfH = display.actualContentWidth, display.actualContentHeight, display.contentCenterX, display.contentCenterY
-- forward declarations and other locals
local playBtn
-- 'onRelease' event listener for playBtn
local function onPlayBtnRelease()
-- go to level1.lua scene
composer.gotoScene( "characterselect", "fade", 500 )
return true -- indicates successful touch
end
function scene:create( event )
local sceneGroup = self.view
composer.removeHidden()
--
local background = display.newRect( display.screenOriginX, display.screenOriginY, screenW, screenH )
background.anchorX = 0
background.anchorY = 0
background:setFillColor( 0 )
-- Called when the scene's view does not exist.
--
-- INSERT code here to initialize the scene
-- e.g. add display objects to 'sceneGroup', add touch listeners, etc.
local text = nil
if event.params.didWin then
text = "You won, you sexy genius."
else
text = "You lost to the word: " .. event.params.enemyWord
end
local outcomeMessage = display.newText( { text=text, font=native.systemFontBold,
x=halfW, y=30 } )
-- create a widget button (which will loads level1.lua on release)
playButton = widget.newButton{
label="Play Again",
labelColor = { default={255}, over={128} },
width=154, height=40,
onRelease = onPlayBtnRelease -- event listener function
}
print(screenW .. " " .. screenH)
playButton.x = screenW/2
playButton.y = screenH/2
sceneGroup:insert(background)
sceneGroup:insert(outcomeMessage)
sceneGroup:insert(playButton)
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if phase == "will" then
-- Called when the scene is still off screen and is about to move on screen
elseif phase == "did" then
-- Called when the scene is now on screen
--
-- INSERT code here to make the scene come alive
-- e.g. start timers, begin animation, play audio, etc.
end
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if event.phase == "will" then
-- Called when the scene is on screen and is about to move off screen
--
-- INSERT code here to pause the scene
-- e.g. stop timers, stop animation, unload sounds, etc.)
elseif phase == "did" then
-- Called when the scene is now off screen
end
end
function scene:destroy3( event )
local sceneGroup = self.view
-- Called prior to the removal of scene's "view" (sceneGroup)
--
-- INSERT code here to cleanup the scene
-- e.g. remove display objects, remove touch listeners, save state, etc.
if playBtn then
playBtn:removeSelf() -- widgets must be manually removed
playBtn = nil
end
end
---------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-----------------------------------------------------------------------------------------
return scene