I have my tab button, and when i press there my scene stay the same, don’t restart
physics = require( “physics” )
physics.start()
physics.setGravity(0, 0) – x , y
local composer = require( “composer” )
local scene = composer.newScene()
function scene:create( event )
local sceneGroup = self.view
– Called when the scene’s view does not exist.
–
– INSERT code here to initialize the scene
– Limites do ecrã
local borderTop = display.newRect( 0, 0, 1000, 1 )
borderTop:setFillColor( 0, 0, 0, 0) – make invisible
physics.addBody( borderTop, “static”, borderBodyElement )
local borderBottom = display.newRect( 0, 707, 1000, 1 )
borderBottom:setFillColor( 0, 0, 0, 0) – make invisible
physics.addBody( borderBottom, “static”, borderBodyElement )
local borderLeft = display.newRect( 0, 1, 1, 707 )
borderLeft:setFillColor( 0, 0, 0, 0) – make invisible
physics.addBody( borderLeft, “static”, borderBodyElement )
local borderRight = display.newRect( 1000, 1, 1, 707 )
borderRight:setFillColor( 0, 0, 0, 0) – make invisible
physics.addBody( borderRight, “static”, borderBodyElement )
end
------------Meio Campo-------------
–CirculoVermelhoDireita
local myCircle = display.newCircle(40, 40, 30)
local trailprops = {x= 20, y = 20,r = 5} – r= tamanho do circulo do rasto, x e y é para centrar o rasto no meio
physics.addBody (myCircle, “dynamic”, {density=1.0, friction=0.5, bounce=0.0 } )
myCircle:setFillColor ( 255, 0, 0)
myCircle.x = 580
myCircle.y = 435
–Mover circuloVermelho
function myCircle:touch ( event )
if event.phase == “began” then
self.markX = self.x
self.markY = self.y
elseif event.phase == “moved” then
local x = (event.x - event.xStart) + self.markX
local y = (event.y - event.yStart) + self.markY
self.x, self.y = x, y
end
return true
end
myCircle:addEventListener( “touch”, myCircle)
function redraw () – Desenha o rasto
Trail = display.newCircle( myCircle.x + trailprops.x, myCircle.y + trailprops.y, trailprops.r)
Trail:setFillColor (255, 0, 0)
myCircle:toFront( )
print("!")
end
Runtime:addEventListener( “enterFrame”, redraw )
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if phase == “will” then
– Called when the scene is still off screen and is about to move on screen
elseif phase == “did” then
– Called when the scene is now on screen
–
– INSERT code here to make the scene come alive
end
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if event.phase == “will” then
– Called when the scene is on screen and is about to move off screen
–
– INSERT code here to pause the scene
– e.g. stop timers, stop animation, unload sounds, etc.)
elseif phase == “did” then
– Called when the scene is now off screen
end
end
function scene:destroy( event )
local sceneGroup = self.view
composer.removeScene( “view1”, true )
– Called prior to the removal of scene’s “view” (sceneGroup)
–
– INSERT code here to cleanup the scene
– e.g. remove display objects, remove touch listeners, save state, etc.
end
– Listener setup
scene:addEventListener( “create”, scene )
scene:addEventListener( “show”, scene )
scene:addEventListener( “hide”, scene )
scene:addEventListener( “destroy”, scene )
return scene