-
Notifications
You must be signed in to change notification settings - Fork 0
/
restart.lua
123 lines (90 loc) · 4.13 KB
/
restart.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local loadFile = ego.loadFile
local highscore = loadFile ("highscore.txt")
-- local forward references should go here --
---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
popsound = audio.loadSound( "pop.wav")
bckgrd = display.newImageRect("bgfinished.jpg", display.contentWidth, display.contentHeight)
bckgrd.x = display.contentWidth / 2
bckgrd.y = display.contentHeight / 2
group:insert( bckgrd)
btnStart = display.newImage("invisibuttn.png",display.contentWidth/2,display.contentHeight/1.35)
btnStart:scale( .45, .45 )
group:insert(btnStart)
currscore = display.newText( score, (display.contentWidth/2)+80, display.contentHeight/3.45, "SHOWG",22 )
currscore:setFillColor(48/255,101/255,236/255)
group:insert( currscore )
hscore = display.newText( highscore, (display.contentWidth/2)+80, display.contentHeight/2.18, "SHOWG", 22 )
hscore:setFillColor(48/255,101/255,236/255)
group:insert(hscore)
end
function myTapListener( event )
--code executed when the button is tapped
audio.play(popsound)
tmlvl = 2500
tmlvl2 = 550
storyboard.removeScene( "game")
storyboard.gotoScene( "game", {time=450, effect="crossFade"} ) --'event.target' is the tapped object
return true
end
-- Called BEFORE scene has moved onscreen:
function scene:willEnterScene( event )
local group = self.view
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
btnStart:addEventListener( "tap", myTapListener )
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
btnStart:removeEventListener( "tap", myTapListener )
end
-- Called AFTER scene has finished moving offscreen:
function scene:didExitScene( event )
local group = self.view
end
-- Called prior to the removal of scene's "view" (display view)
function scene:destroyScene( event )
local group = self.view
end
-- Called if/when overlay scene is displayed via storyboard.showOverlay()
function scene:overlayBegan( event )
local group = self.view
local overlay_name = event.sceneName -- name of the overlay scene
end
-- Called if/when overlay scene is hidden/removed via storyboard.hideOverlay()
function scene:overlayEnded( event )
local group = self.view
local overlay_name = event.sceneName -- name of the overlay scene
end
---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
-- "willEnterScene" event is dispatched before scene transition begins
scene:addEventListener( "willEnterScene", scene )
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "didExitScene" event is dispatched after scene has finished transitioning out
scene:addEventListener( "didExitScene", 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 )
-- "overlayBegan" event is dispatched when an overlay scene is shown
scene:addEventListener( "overlayBegan", scene )
-- "overlayEnded" event is dispatched when an overlay scene is hidden/removed
scene:addEventListener( "overlayEnded", scene )
---------------------------------------------------------------------------------
return scene