main.lua
display.setStatusBar( display.HiddenStatusBar )
local storyboard = require ( "storyboard" )
storyboard.gotoScene( "loadmainmenu" )
mainmenu.lua
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local ui = require("ui")
local btnAnim
local btnSound = audio.loadSound( "btnSound.wav" )
function scene:createScene( event )
local screenGroup = self.view
storyboard.removeScene( "maingame" )
storyboard.removeScene( "options" )
end
function scene:enterScene( event )
local screenGroup = self.view
local backgroundImage = display.newImage( "mainMenuBG.png")
backgroundImage.x = display.contentWidth/2; backgroundImage.y = display.contentHeight/2
screenGroup:insert( backgroundImage )
local playBtn
local onPlayTouch = function( event )
if event.phase == "release" then
audio.play( btnSound )
storyboard.gotoScene( "loadgame", "fade", 0 )
end
end
playBtn = ui.newButton{
defaultSrc = "playbtn.png",
defaultX = 180,
defaultY = 130,
overSrc = "playbtn-over.png",
overX = 180,
overY = 130,
onEvent = onPlayTouch,
id = "PlayButton",
text = "",
font = "Helvetica",
textColor = { 255, 255, 255, 255 },
size = 16,
emboss = false
}
playBtn.x = display.contentWidth/2; playBtn.y = -100
screenGroup:insert( playBtn )
btnAnim = transition.to( playBtn, { time=1000, y=display.contentHeight/2, transition=easing.inOutExpo } )
local optBtn
local onOptionsTouch = function( event )
if event.phase == "release" then
audio.play( btnSound )
storyboard.gotoScene( "options", "crossFade", 0 )
end
end
optBtn = ui.newButton{
defaultSrc = "optbtn.png",
defaultX = 180,
defaultY = 130,
overSrc = "optbtn-over.png",
overX = 180,
overY = 130,
onEvent = onOptionsTouch,
id = "OptionsButton",
text = "",
font = "Helvetica",
textColor = { 255, 255, 255, 255 },
size = 16,
emboss = false
}
optBtn.x = display.contentWidth/2; optBtn.y = -100
screenGroup:insert( optBtn )
btnAnim = transition.to( optBtn, { time=2000, y=display.contentHeight/2 + playBtn.contentHeight + 20, transition=easing.inOutExpo } )
end
function scene:exitScene()
if btnAnim then transition.cancel( btnAnim ); end
end
function scene:destroyScene( event )
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
return scene
loadgame.lua
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local myTimer
local loadingImage
function scene:createScene( event )
local screenGroup = self.view
storyboard.removeScene( "mainmenu" )
end
function scene:enterScene( event )
local screenGroup = self.view
loadingImage = display.newImage( "loading2.png")
loadingImage.x = display.contentWidth/2; loadingImage.y = display.contentHeight/2
screenGroup:insert( loadingImage )
local changeScene = function()
storyboard.gotoScene( "maingame", "flipFadeOutIn", 0 )
end
myTimer = timer.performWithDelay( 1000, changeScene, 1 )
end
function scene:exitScene()
if myTimer then timer.cancel( myTimer ); end
end
function scene:destroyScene( event )
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
return scene
loadmainmenu.lua
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local myTimer
local loadingImage
local vipSound = audio.loadSound( "vipSound.mp3" )
function scene:createScene( event )
local screenGroup = self.view
end
function scene:enterScene( event )
local screenGroup = self.view
audio.play(vipSound)
loadingImage = display.newImage( "loading.png")
loadingImage.x = display.contentWidth/2; loadingImage.y = display.contentHeight/2
screenGroup:insert( loadingImage )
local goToMenu = function()
storyboard.gotoScene( "mainmenu", "fade", 0 )
end
myTimer = timer.performWithDelay( 2000, goToMenu, 1 )
end
function scene:exitScene()
if myTimer then timer.cancel( myTimer ); end
end
function scene:destroyScene( event )
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
return scene
[import]uid: 193035 topic_id: 32894 reply_id: 130759[/import]