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splash.lua
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-----------------------------------------------------------------------------------------
--
-- splash.lua
--
-----------------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
-- global button import only once from the beginning
require "init_buttons"
--------------------------------------------
-- goToMain()
local function goToMenu()
-- go to level1.lua scene
storyboard.gotoScene( "menu", "fade", 500 )
return true -- indicates successful touch
end
-----------------------------------------------------------------------------------------
-- 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
-- display a background image
local background = display.newImageRect( "Default.png", display.contentWidth, display.contentHeight )
background:setReferencePoint( display.TopLeftReferencePoint )
background.x, background.y = 0, 0
-- all display objects must be inserted into group
group:insert( background )
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.)
timer.performWithDelay( 500, goToMenu, 1 )
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
-- 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
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