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scene2.lua
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scene2.lua
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-- scene2.lua
local storyboard = require("storyboard")
local movieclip = require("movieclip")
local scene = storyboard.newScene()
--------------------------------------------
-- forward declarations and other locals
local screenW, screenH = display.contentWidth, display.contentHeight
local halfW, halfH = display.contentWidth*0.5, display.contentHeight*0.5
local bigPig, littlePig, mediumPig
local firstOption, secondOption
local myAnim
local function onNextButtonTouch(self,event)
if (event.phase == "ended") then
storyboard.gotoScene( "scene3", "slideLeft", 350 )
print("Next Button Pressed")
end
return true
end
local function onBackButtonTouch(self,event)
if (event.phase == "ended") then
storyboard.gotoScene( "scene1", "slideRight", 500 )
print("Back Button Pressed")
end
return true
end
local function onMediumPigTouch(self,event)
if (event.phase == "ended") then
oink = audio.play(mid_oink)
print("Medium says: Oink!")
-- myAnim = movieclip.newAnim{ "images/scene2/cerdito_mediano_a.png", "images/scene2/cerdito_mediano_b.png" }
-- myAnim.x, myAnim.y = halfW , halfH +150
-- myAnim:setSpeed(1)
-- myAnim:play{ startFrame=1, endFrame=2, loop=1, remove=true }
return true -- indicates successful touch
end
end
local function onLittlePigTouch(self,event)
if (event.phase == "ended") then
littlePigOink = audio.play(little_oink)
print("Little says: Oink!")
end
return true
end
local function onBigPigTouch(self,event)
if (event.phase == "ended") then
bigPigOink = audio.play(big_oink)
print("Big says: Oink!")
end
return true
end
local function onWolfTouch(self,event)
if (event.phase == "ended") then
wolf = audio.play(wolf_sound)
print("Wolf Says: auuuuuu!")
end
return true
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
-- Purging last Scene
storyboard.purgeScene("scene1")
-- display a background image
background = display.newImageRect("images/scene2/bg_sky.png", display.contentWidth, display.contentHeight)
background:setReferencePoint(display.TopLeftReferencePoint)
background.x, background.y = 0,0
-- Adding Navigation Button
nextButton = display.newImageRect("images/generic_scene/next_button_a.png",105,105)
nextButton:setReferencePoint(display.CenterReferencePoint)
nextButton.x, nextButton.y = screenW-75, screenH-150
backButton = display.newImageRect("images/generic_scene/back_button_a.png",105,105)
backButton:setReferencePoint(display.CenterReferencePoint)
backButton.x, backButton.y = screenW-1205, screenH-150
bigPig = display.newImageRect("images/scene2/bigpig_1.png", 350,420)
bigPig:setReferencePoint(display.CenterReferencePoint)
bigPig.x, bigPig.y = screenW*.3, screenH*.74
littlePig = display.newImageRect("images/scene2/littlepig_1.png", 350,420)
littlePig:setReferencePoint(display.CenterReferencePoint)
littlePig.x, littlePig.y = screenW*.53, screenH*.74
mediumPig = display.newImageRect("images/scene2/middlepig_1.png", 350,420)
mediumPig:setReferencePoint(display.CenterReferencePoint)
mediumPig.x, mediumPig.y = screenW*.75, screenH*.74
wolf = display.newImageRect("images/scene2/wolf_1.png", 780, 450)
wolf:setReferencePoint(display.CenterReferencePoint)
wolf.x, wolf.y = screenW*.65, screenH*.3
-- all display objects must be inserted into group
group:insert(background)
group:insert(nextButton)
group:insert(backButton)
group:insert(bigPig)
group:insert(littlePig)
group:insert(mediumPig)
group:insert(wolf)
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene(event)
local group = self.view
storyboard.purgeScene("scene1")
-- Purging last Scene
storyboard.purgeScene("scene1")
-- Loading scenes into memory
narrationSpeech = audio.loadSound("sounds/second_scene.mp3")
mid_oink = audio.loadSound("sounds/mid_oink.mp3")
little_oink = audio.loadSound("sounds/little_oink.mp3")
big_oink = audio.loadSound("sounds/big_oink.mp3")
wolf_sound = audio.loadSound("sounds/wolf.mp3")
-- play the speech on any available channel, for at most 30 seconds,
-- and invoke a callback when the audio finishes playing
narrationChannel = audio.play( narrationSpeech, { duration=30000, onComplete=NarrationFinished } ) -- play the speech on any available channel, for at most 30 seconds, and invoke a callback when the audio finishes playing
bigPig.touch = onBigPigTouch
bigPig:addEventListener("touch", bigPig)
mediumPig.touch = onMediumPigTouch
mediumPig:addEventListener("touch",mediumPig)
littlePig.touch = onLittlePigTouch
littlePig:addEventListener("touch",littlePig)
nextButton.touch = onNextButtonTouch
nextButton:addEventListener("touch",nextButton)
backButton.touch = onBackButtonTouch
backButton:addEventListener("touch",backButton)
wolf.touch = onWolfTouch
wolf:addEventListener("touch",wolf)
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
-- remove unused elements
audio.stop(narrationChannel)
littlePig:removeEventListener("touch",littlePig)
mediumPig:removeEventListener("touch",mediumPig)
bigPig:removeEventListener("touch",bigPig)
audio.stop(wolf_sound)
end
-- If scene's view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene( event )
local group = self.view
end
function NarrationFinished(event)
print("Narration Finished on channel", event.channel)
if event.completed then
print("Narration completed playback naturally")
else
print("Narration was stopped before completion")
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