Warren, see below a blank storyboard template that I have set up. Your game code (touch listeners, enterFrame listeners, game logic, functions etc) goes above all the storyboard functions. Within createScene you load all your display objects, and add any touch listeners you need (the code for which will be higher up in the lua file). Within enterScene you can start timers or add runtime listeners, and remember to cancel/remove these in willExitScene.
[lua]
module(…, package.seeall)
–LIBRARIES
local storyboard = require(“storyboard”)
local scene = storyboard.newScene()
–DISPLAY GROUPS
local localGroup = display.newGroup()
–LOCAL VARIABLES
local scene = storyboard.newScene()
–OBJECT DECLARATIONS
–GAME FUNCTIONS
local gameLoop = function ()
end
– STORYBOARD FUNCTIONS
– Called when the scene’s view does not exist:
function scene:createScene(event)
localGroup = self.view
end
– Called BEFORE scene has moved onscreen:
function scene:willEnterScene(event)
local group = self.view
end
– Called immediately after scene has moved onscreen:
function scene:enterScene(event)
local group = self.view
local ready = function()
local previous = storyboard.getPrevious()
if previous ~= “main” and previous then
storyboard.removeScene(previous)
end
end
timer.performWithDelay(1000, ready)
Runtime:addEventListener(“enterFrame”,gameLoop)
end
– Called when scene is about to move offscreen:
function scene:exitScene(event)
local group = self.view
end
– Called AFTER scene has finished moving offscreen:
function scene:didExitScene(event)
local group = self.view
Runtime:removeEventListener(“enterFrame”,gameLoop)
end
– Called prior to the removal of scene’s “view” (display group)
function scene:destroyScene(event)
local group = self.view
end
– Called if/when overlay scene is displayed via storyboard.showOverlay()
function scene:overlayBegan(event)
local group = self.view
local overlay_scene = event.sceneName – overlay scene name
end
– Called if/when overlay scene is hidden/removed via storyboard.hideOverlay()
function scene:overlayEnded(event)
local group = self.view
local overlay_scene = event.sceneName – overlay scene name
end
– END OF YOUR IMPLEMENTATION
scene:addEventListener(“createScene”, scene)
scene:addEventListener(“willEnterScene”, scene)
scene:addEventListener(“enterScene”, scene)
scene:addEventListener(“exitScene”, scene)
scene:addEventListener(“didExitScene”, scene)
scene:addEventListener(“destroyScene”, scene)
scene:addEventListener(“overlayBegan”, scene)
scene:addEventListener(“overlayEnded”, scene)
return scene
[/lua]