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top.lua
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top.lua
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--------------------------------------------------------------------------------------
-- GBC Object Pool Demo
-- Written by John Schumacher
-- Copyright 2017 John Schumacher, Games By Candlelight
-- http://gamesbycandlelight.com
--------------------------------------------------------------------------------------
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 widget = require "widget"
local titleText, infoText
local Buttons = {}
local Screen = {
Top = display.screenOriginY,
Left = display.screenOriginX,
Right = display.viewableContentWidth + math.abs(display.screenOriginX),
Bottom = display.viewableContentHeight + math.abs(display.screenOriginY),
Height = math.floor(display.actualContentWidth + 0.5),
Width = math.floor(display.actualContentHeight + 0.5),
CenterX = display.contentCenterX,
CenterY = display.contentCenterY,
}
local Examples = {
{text = "Example 1 - Performance", scene = "scene_performance"},
{text = "Example 2 - Text Objects", scene = "scene_textobjects"},
{text = "Example 3 - Sprite Sheets", scene = "scene_spritesheets"},
{text = "Example 4 - Multiple Pools", scene = "scene_multipool"},
{text = "Example 5 - Complex Objects", scene = "scene_complex_objects"},
{text = "Example 6 - Passing Parameters", scene = "scene_parameters"},
}
local function onButtonPress(event)
if event.phase == "ended" then
composer.gotoScene(event.target.id)
end
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
titleText = display.newText({
parent = sceneGroup,
text = "GBC Object Pool Demo",
x = Screen.CenterX,
y = Screen.Top + 15,
font = native.systemFont,
fontSize = 18,
align = "left",
})
infoText = display.newText({
parent = sceneGroup,
text = "This demo contains several examples of object pooling\n"..
"using the GBC Object Pool plugin.",
x = Screen.Left + 10,
y = Screen.Top + 50,
font = native.systemFont,
fontSize = 12,
align = "left",
})
for i = 1, #Examples do
Buttons[i] = widget.newButton({
x = Screen.CenterX,
y = Screen.Top + 100 + (50 * i),
width = 200,
height = 30,
fontSize = 12,
id = Examples[i].scene,
label = Examples[i].text,
shape = "rect",
onRelease = onButtonPress,
})
sceneGroup:insert(Buttons[i])
end
infoText.anchorX = 0
end
-- show()
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
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 ( 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
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene