Hi RoamingGamer,
Thanks for the fast reply! Here is the code for a first scene:
-------------------------------------------------------------------------------- -- -- signupSkillsAddition.lua -- -------------------------------------------------------------------------------- local composer = require( "composer" ) local scene = composer.newScene() -- Global file variables local background local nextTxt local nextArrow -------------------------------------------------------------------------------- -- Global file functions local function backgroundHandler(event) native.setKeyboardFocus(nil) end local function handleAddition(event) end local function nextStepHandler(event) composer.gotoScene("successfulSignUp", "slideDown", 300) end -------------------------------------------------------------------------------- -- create() function scene:create( event ) local sceneGroup = self.view background = display.newRect(centerX, centerY, actualW, actualH) background.fill.effect = "generator.radialGradient" background.fill.effect.color1 = {239/255, 239/255, 239/255} background.fill.effect.color2 = {153/255, 153/255, 153/255} background.fill.effect.center\_and\_radiuses = { 0.5, 0.4, 0.15, 0.75 } background.fill.effect.aspectRatio = 0.8 background:addEventListener("tap", backgroundHandler) sceneGroup:insert(background) nextArrow = display.newImage("Assets/Navigation/ArrowDown.png", centerX, centerY \* 1.95) nextArrow:scale(0.05, 0.05) nextArrow:addEventListener("tap", nextStepHandler) nextTxt = display.newText("Next Step", centerX, actualH \* 0.875, fonts.FireSansThin, 20) sceneGroup:insert(nextArrow) sceneGroup:insert(nextTxt) end -- show() function scene:show( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then 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 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
And here is the code for the scene I want to transition to:
-------------------------------------------------------------------------------- -- -- successfulSignup.lua -- -------------------------------------------------------------------------------- local composer = require( "composer" ) local scene = composer.newScene() -- Global file variables local background -------------------------------------------------------------------------------- -- Global file functions local function signUpHandler(event) if (event.phase == "ended") then composer.gotoScene("signUpForm", "slideLeft", 250) end end -------------------------------------------------------------------------------- -- create() function scene:create( event ) local sceneGroup = self.view background = display.newRect(centerX, centerY, actualW, actualH) background.fill.effect = "generator.radialGradient" background.fill.effect.color1 = {247/255, 194/255, 38/255} background.fill.effect.color2 = {240/255, 152/255, 35/255} background.fill.effect.center\_and\_radiuses = { 0.5, 0.4, 0.15, 0.75 } background.fill.effect.aspectRatio = 0.4 sceneGroup:insert(background) 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 transition.to(check, {time = 700, xScale = 0.1, yScale = 0.1, transition = easing.outBack}) 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
The build settings and config files have not been changed yet except that the fps has been bumped from 30 to 60 