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Splash.lua
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-- Splash.lua
local composer = require('composer')
local scene = composer.newScene()
local tim = nil
local logo = nil
local destination = nil
local function gotoDestination(event)
composer.gotoScene(destination, {effect='fade'})
return true -- we handled tap event
end
function scene:create(event)
local sceneGroup = self.view
end
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)
local x = display.contentCenterX
local y = display.contentCenterY
local cir = display.newCircle(sceneGroup, x, y, 210)
cir:setFillColor(0.2, 0.2, 0.2)
y = display.contentCenterY - 120
logo = display.newImage(sceneGroup, 'oddstream logo.png', system.ResourceDirectory, x, y)
assert(logo:addEventListener('tap', gotoDestination))
y = display.contentCenterY
display.newText(sceneGroup, 'oddstream', x, y, native.systemFontBold, 72)
y = display.contentCenterY + 100
display.newText(sceneGroup, 'games', x, y, native.systemFontBold, 72)
elseif phase == 'did' then
destination = event.params.scene
-- Code here runs when the scene is entirely on screen
tim = timer.performWithDelay(1000, gotoDestination, 1)
end
end
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
composer.removeScene('Splash')
end
end
function scene:destroy(event)
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
if tim then
timer.cancel(tim)
tim = nil
end
logo:removeEventListener('tap', gotoDestination)
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener('create', scene)
scene:addEventListener('show', scene)
scene:addEventListener('hide', scene)
scene:addEventListener('destroy', scene)
-- -----------------------------------------------------------------------------------
return scene