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menu.lua
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menu.lua
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-----------------------------------------------------------------------------------------
--
-- menu.lua
--
-----------------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local background = display.newImageRect( "rotateWallpaper.jpg", 1920, 1536)
--1920 1536
--2560 1600
local screenW, screenH, halfW, halfH = display.contentWidth, display.contentHeight, display.contentWidth*0.5, display.contentHeight*0.5
--------------------------------------------
-- forward declarations and other locals
local playBtn
local debugBtn
-- 'onRelease' event listener for playBtn
local function onPlayBtnRelease()
-- go to level1.lua scene
storyboard.gotoScene( "level1", "fade", 500 )
return true -- indicates successful touch
end
-- 'onRelease' event listener for debugBtn
local function onDebugBtnRelease()
-- go to level1.lua scene
storyboard.gotoScene( "shipBuilder", "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.
--
-----------------------------------------------------------------------------------------
function rotateBackground ()
background.rotate(background, 0.1)
end
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
local widget = require "widget"
background.setReferencePoint(background, display.CenterReferencePoint)
background.x = halfW
background.y = halfH
Runtime:addEventListener("enterFrame", rotateBackground)
-- create/position logo/title image on upper-half of the screen
local titleLogo = display.newImageRect( "orbitalLogo.png", 437, 82 )
titleLogo.x = display.contentWidth * 0.5
titleLogo.y = 100
local secondTitle = display.newText( "by James Nurse", 0, 0, "Helvetica", 30 )
secondTitle:setTextColor(255, 255, 255)
secondTitle:setReferencePoint( display.CenterReferencePoint )
secondTitle.x = display.contentWidth * 0.5
secondTitle.y = 200
-- create a widget button (which will loads level1.lua on release)
playBtn = widget.newButton{
label="Play",
labelColor = { default={255}, over={128} },
default="button.png",
over="button-over.png",
width=254, height=80,
onRelease = onPlayBtnRelease -- event listener function
}
playBtn:setReferencePoint( display.CenterReferencePoint )
playBtn.x = display.contentWidth*0.5
playBtn.y = display.contentHeight - 125
-- create a widget button (which will loads level1.lua on release)
debugBtn = widget.newButton{
label="Debug",
labelColor = { default={255}, over={128} },
default="button.png",
over="button-over.png",
width=254, height=80,
onRelease = onDebugBtnRelease -- event listener function
}
debugBtn:setReferencePoint( display.CenterReferencePoint )
debugBtn.x = display.contentWidth*0.5
debugBtn.y = display.contentHeight - 45
-- all display objects must be inserted into group
group: insert(background)
group:insert( titleLogo )
group: insert(secondTitle)
group:insert( playBtn )
group:insert(debugBtn)
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.)
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
if playBtn then
playBtn:removeSelf() -- widgets must be manually removed
playBtn = nil
end
if debugBtn then
debugBtn:removeSelf() -- widgets must be manually removed
debugBtn = nil
end
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