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--- Timers demo.
--
-- Permission is hereby granted, free of charge, to any person obtaining
-- a copy of this software and associated documentation files (the
-- "Software"), to deal in the Software without restriction, including
-- without limitation the rights to use, copy, modify, merge, publish,
-- distribute, sublicense, and/or sell copies of the Software, and to
-- permit persons to whom the Software is furnished to do so, subject to
-- the following conditions:
--
-- The above copyright notice and this permission notice shall be
-- included in all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-- IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-- CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-- TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--
-- [ MIT license: http://www.opensource.org/licenses/mit-license.php ]
--
-- Modules --
local timers = require("corona_utils.timers")
-- Corona modules --
local composer = require("composer")
-- Timers demo scene --
local Scene = composer.newScene()
--
function Scene:create (event)
event.params.boilerplate(self.view)
end
Scene:addEventListener("create")
-- Forward declarations --
local A, B, C, D, E
-- Now show that one of these events will get removed when its object goes away
function A ()
local obj1 = display.newCircle(Scene.view, 20, 20, 5)
local obj2 = display.newCircle(Scene.view, 50, 20, 5)
Scene.timers[#Scene.timers + 1] = timers.DeferIf(function()
print("YAY!")
B(obj1)
end, obj1)
Scene.timers[#Scene.timers + 1] = timers.DeferIf(function()
print("WHERE'D I GO?")
end, obj2)
obj2:removeSelf()
print("DEFERRED, TAKE 2")
end
-- Now endlessly adjust the object's red color every 150ms
function B (obj)
Scene.timers[#Scene.timers + 1] = timers.Repeat(function()
local red = math.random()
obj:setFillColor(red, 0, 0)
end, 150)
C()
end
-- Now show an extended timer with pause and cancel
function C ()
local obj = display.newCircle(Scene.view, 20, 50, 15)
local step = 0
local step_timer = timers.RepeatEx(function()
step = step + 1
obj.x = obj.x + 35
obj:setFillColor(0, 0, .4 + step * .04)
if step == 5 then
print("WAITING")
return "pause"
elseif step == 10 then
D()
return "cancel"
end
end, 600)
Scene.timers[#Scene.timers + 1] = step_timer
Scene.timers[#Scene.timers + 1] = timer.performWithDelay(5000, function()
timer.resume(step_timer)
end)
end
-- A little helper for waiting during a coroutine and, optionally, doing something during it
local function Wait (event, time, action)
local last = event.m_elapsed
local later = last + time
while event.m_elapsed < later do
if action then
action(event.m_elapsed - last, time)
end
last = event.m_elapsed
coroutine.yield()
end
end
-- Now kick off an endless coroutine-based timer that sends an object randomly around the screen
-- After a little while, kick off the next step
function D ()
local obj = display.newCircle(Scene.view, 200, 200, 20)
Scene.timers[#Scene.timers + 1] = timers.Wrap(function(event)
while true do
Wait(event, 400)
local x, y = obj.x, obj.y
local tox = math.random(50, display.contentWidth - 50)
local toy = math.random(50, display.contentHeight - 50)
Wait(event, 300, function(lapse, total)
local dx, dy = tox - x, toy - y
local dt = lapse / total
obj.x = obj.x + dt * dx
obj.y = obj.y + dt * dy
end)
end
end)
Scene.timers[#Scene.timers + 1] = timer.performWithDelay(3000, E)
end
-- Finally, close with a little text
function E ()
Scene.timers[#Scene.timers + 1] = timers.WrapEx(function(event)
for _, word in ipairs{ "AND", "THAT", "IS", "ALL" } do
local text = display.newText(Scene.view, word, 0, 0, native.systemFontBold, 35)
text.x = display.contentWidth / 2
text.y = display.contentHeight / 4
transition.to(text, { time = 400, y = display.contentHeight / 2 })
Wait(event, 900)
text:removeSelf()
end
end)
end
--
function Scene:show (event)
if event.phase == "did" then
self.timers = {}
-- Do first example, but deferred... printout will go first
self.timers[#self.timers + 1] = timers.Defer(function()
print("FIRST?")
A()
end)
print("NOPE, ME FIRST!")
end
end
Scene:addEventListener("show")
--
function Scene:hide (event)
if event.phase == "did" then
for _, ttimer in ipairs(self.timers) do
timer.cancel(ttimer)
end
for i = self.view.numChildren, 2, -1 do
self.view[i]:removeSelf()
end
end
end
Scene:addEventListener("hide")
--
Scene.m_description = "(DEPRECATED? REDESIGN?) This demo is meant to show the timer modules in action (note that it does much of this via the console)."
return Scene