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SceneSelect.lua
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SceneSelect.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()"
-- -----------------------------------------------------------------------------------
local function SwitchToSettingsScene()
local options = {effect = "flip", time = 125}
composer.gotoScene("SettingsScene", options)
end
local function SwitchToMultiplayerAreaControlScene()
local options = {effect = "flip", time = 125}
composer.gotoScene("MutiplayerAreaControl2", options)
end
local function SwitchToPaintTownScene()
local options = {effect = "flip", time = 125}
composer.gotoScene("PaintTownScene", options)
end
local function SwitchToIdleScene()
local options = {effect = "flip", time = 125}
composer.gotoScene("IdleScene", options)
end
local function SwitchToGeocacheScene()
local options = {effect = "flip", time = 125}
composer.gotoScene("geocacheScene", options)
end
local function SwitchToCreatureScene()
local options = {effect = "flip", time = 125}
composer.gotoScene("CreatureCollectorScene", options)
end
local function SwitchToPlusCodeHelpScene()
local options = {effect = "flip", time = 125}
composer.gotoScene("ReadPlusCodeScene", options)
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
if (debug) then print("showing SceneSelect") end
local headerText = display.newText(sceneGroup, "Hypothesis - Mode Select", display.contentCenterX, 30, native.systemFont, 50)
local helperText = display.newText(sceneGroup, "Tap the header in any mode to return to this screen", display.contentCenterX, 900, native.systemFont, 30)
local changeMPAreaControl = display.newImageRect(sceneGroup, "themables/MultiplayerAreaControl.png", 300, 100) --area tag
changeMPAreaControl.anchorX = 0
changeMPAreaControl.anchorY = 0
changeMPAreaControl.x = 390
changeMPAreaControl.y = 100
changeMPAreaControl:addEventListener("tap", SwitchToMultiplayerAreaControlScene)
local changeIdle = display.newImageRect(sceneGroup, "themables/idleGame.png", 300, 100) --idle game
changeIdle.anchorX = 0
changeIdle.anchorY = 0
changeIdle.x = 60
changeIdle.y = 250
changeIdle:addEventListener("tap", SwitchToIdleScene)
local changePaintTown = display.newImageRect(sceneGroup, "themables/PaintTown.png", 300, 100) --paint the town
changePaintTown.anchorX = 0
changePaintTown.anchorY = 0
changePaintTown.x = 60
changePaintTown.y = 100
changePaintTown:addEventListener("tap", SwitchToPaintTownScene)
local changeGeocache = display.newImageRect(sceneGroup, "themables/virtualGeocache.png", 300, 100) --area tag
changeGeocache.anchorX = 0
changeGeocache.anchorY = 0
changeGeocache.x = 390
changeGeocache.y = 250
changeGeocache:addEventListener("tap", SwitchToGeocacheScene)
local changeCreature = display.newImageRect(sceneGroup, "themables/creatureCollector.png", 300, 100) --paint the town
changeCreature.anchorX = 0
changeCreature.anchorY = 0
changeCreature.x = 60
changeCreature.y = 400
changeCreature:addEventListener("tap", SwitchToCreatureScene)
local changeSettings = display.newImageRect(sceneGroup, "themables/Settings.png", 300, 100) -- settings
changeSettings.anchorX = 0
changeSettings.anchorY = 0
changeSettings.x = 390
changeSettings.y = 700
changeSettings:addEventListener("tap", SwitchToSettingsScene)
local plusCodeHelp = display.newImageRect(sceneGroup, "themables/plusCodeHelp.png", 300, 100) -- settings
plusCodeHelp.anchorX = 0
plusCodeHelp.anchorY = 0
plusCodeHelp.x = 60
plusCodeHelp.y = 700
plusCodeHelp:addEventListener("tap", SwitchToPlusCodeHelpScene)
end
-- show()
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if (debug) then print("showing SceneSelect") end
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 (debug) then print("hiding SceneSelect") end
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
if (debug) then print("destroying SceneSelect") end
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene