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splashScenes.lua
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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 unip
local unicluster
function showUnip()
-- unip transition will take .5s to complete, then showcluster will be called
transition.fadeIn( unip, {time = 500, onComplete = --starts the fadein
timer.performWithDelay(3000, function() transition.fadeOut( unip, {time = 500, onComplete = --sets the time until fadeout and start it
function() showCluster() end, 1, transition = easing.inOutSine}) end, 1), transition = easing.inOutSine}) --ending the fadeout start to open cluster img
end
function showCluster()
transition.fadeIn( unicluster, {time = 500, onComplete = --starts the fadein
timer.performWithDelay(3000, function() transition.fadeOut( unicluster, {time = 500, onComplete = --starts the fadeout
function() composer.gotoScene( "menu", { time=500, effect="crossFade" } ) end, 1, transition = easing.inOutSine}) end, 1), transition = easing.inOutSine}) --calls the next scene
end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create( event )
display.setDefault( "background", 1, 1, 1 )
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
unip = display.newImage(sceneGroup, "./Sprites/002n.png" , display.contentCenterX, display.contentCenterY );
unip.alpha = 0
unip.height = display.contentHeight
unip.width = display.contentWidth
unicluster = display.newImage(sceneGroup, "./Sprites/001n.png" , display.contentCenterX, display.contentCenterY);
unicluster.alpha = 0
unicluster.height = display.contentHeight
unicluster.width = display.contentWidth
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
showUnip()
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