Hi guy,
I’m trying to create a scrolling background layer on the menu screen of my game.
Can anyone point me in the right direction please?
Thanks [import]uid: 40538 topic_id: 7836 reply_id: 307836[/import]
Hi guy,
I’m trying to create a scrolling background layer on the menu screen of my game.
Can anyone point me in the right direction please?
Thanks [import]uid: 40538 topic_id: 7836 reply_id: 307836[/import]
If you are talking about just a scrolling background that is behind all your menu components, then what i would probly do is create a second Display Group for that background layer to be a part of. Then you could use transition.to to have it move slowly how you want. not sure if thats what you are looking for [import]uid: 19620 topic_id: 7836 reply_id: 27838[/import]
Try these 3 sets of coding:
–main.lua
display.setStatusBar( display.HiddenStatusBar )
local slideView = require("slideView")
local myImages = {
"bg.jpg",
"myPhotos2.jpg",
"myPhotos3.jpg",
"myPhotos4.jpg"
}
slideView.new( myImages )
]
__________________________________________
– config.lua
application =
{
content =
{
width = 320,
height = 480,
scale = "zoomeven"
},
}
___________________________________________
–SlideView.lua
module(..., package.seeall)
local screenW, screenH = display.contentWidth, display.contentHeight
local viewableScreenW, viewableScreenH = display.viewableContentWidth, display.viewableContentHeight
local screenOffsetW, screenOffsetH = display.contentWidth - display.viewableContentWidth, display.contentHeight - display.viewableContentHeight
local imgNum = nil
local images = nil
local touchListener, nextImage, prevImage, cancelMove, initImage
local background
local imageNumberText, imageNumberTextShadow
function new( imageSet, slideBackground, top, bottom )
local pad = 20
local top = top or 0
local bottom = bottom or 0
local g = display.newGroup()
if slideBackground then
background = display.newImage(slideBackground, 0, 0, true)
else
background = display.newRect( 0, 0, screenW, screenH-(top+bottom) )
background:setFillColor(0, 0, 0)
end
g:insert(background)
images = {}
for i = 1,#imageSet do
local p = display.newImage(imageSet[i])
local h = viewableScreenH-(top+bottom)
if p.width \> viewableScreenW or p.height \> h then
if p.width/viewableScreenW \> p.height/h then
p.xScale = viewableScreenW/p.width
p.yScale = viewableScreenW/p.width
else
p.xScale = h/p.height
p.yScale = h/p.height
end
end
g:insert(p)
if (i \> 1) then
p.x = screenW\*1.5 + pad -- all images offscreen except the first one
else
p.x = screenW\*.5
end
p.y = h\*.5
images[i] = p
end
local defaultString = "1 of " .. #images
local navBar = display.newGroup()
g:insert(navBar)
local navBarGraphic = display.newImage("navBar.png", 0, 0, false)
navBar:insert(navBarGraphic)
navBarGraphic.x = viewableScreenW\*.5
navBarGraphic.y = 0
imageNumberText = display.newText(defaultString, 0, 0, native.systemFontBold, 14)
imageNumberText:setTextColor(255, 255, 255)
imageNumberTextShadow = display.newText(defaultString, 0, 0, native.systemFontBold, 14)
imageNumberTextShadow:setTextColor(0, 0, 0)
navBar:insert(imageNumberTextShadow)
navBar:insert(imageNumberText)
imageNumberText.x = navBar.width\*.5
imageNumberText.y = navBarGraphic.y
imageNumberTextShadow.x = imageNumberText.x - 1
imageNumberTextShadow.y = imageNumberText.y - 1
navBar.y = math.floor(navBar.height\*0.5)
imgNum = 1
g.x = 0
g.y = top + display.screenOriginY
function touchListener (self, touch)
local phase = touch.phase
print("slides", phase)
if ( phase == "began" ) then
-- Subsequent touch events will target button even if they are outside the contentBounds of button
display.getCurrentStage():setFocus( self )
self.isFocus = true
startPos = touch.x
prevPos = touch.x
transition.to( navBar, { time=200, alpha=math.abs(navBar.alpha-1) } )
elseif( self.isFocus ) then
if ( phase == "moved" ) then
transition.to(navBar, { time=400, alpha=0 } )
if tween then transition.cancel(tween) end
print(imgNum)
local delta = touch.x - prevPos
prevPos = touch.x
images[imgNum].x = images[imgNum].x + delta
if (images[imgNum-1]) then
images[imgNum-1].x = images[imgNum-1].x + delta
end
if (images[imgNum+1]) then
images[imgNum+1].x = images[imgNum+1].x + delta
end
elseif ( phase == "ended" or phase == "cancelled" ) then
dragDistance = touch.x - startPos
print("dragDistance: " .. dragDistance)
if (dragDistance \< -40 and imgNum \< #images) then
nextImage()
elseif (dragDistance \> 40 and imgNum \> 1) then
prevImage()
else
cancelMove()
end
if ( phase == "cancelled" ) then
cancelMove()
end
-- Allow touch events to be sent normally to the objects they "hit"
display.getCurrentStage():setFocus( nil )
self.isFocus = false
end
end
return true
end
function setSlideNumber()
print("setSlideNumber", imgNum .. " of " .. #images)
imageNumberText.text = imgNum .. " of " .. #images
imageNumberTextShadow.text = imgNum .. " of " .. #images
end
function cancelTween()
if prevTween then
transition.cancel(prevTween)
end
prevTween = tween
end
function nextImage()
tween = transition.to( images[imgNum], {time=400, x=(screenW\*.5 + pad)\*-1, transition=easing.outExpo } )
tween = transition.to( images[imgNum+1], {time=400, x=screenW\*.5, transition=easing.outExpo } )
imgNum = imgNum + 1
initImage(imgNum)
end
function prevImage()
tween = transition.to( images[imgNum], {time=400, x=screenW\*1.5+pad, transition=easing.outExpo } )
tween = transition.to( images[imgNum-1], {time=400, x=screenW\*.5, transition=easing.outExpo } )
imgNum = imgNum - 1
initImage(imgNum)
end
function cancelMove()
tween = transition.to( images[imgNum], {time=400, x=screenW\*.5, transition=easing.outExpo } )
tween = transition.to( images[imgNum-1], {time=400, x=(screenW\*.5 + pad)\*-1, transition=easing.outExpo } )
tween = transition.to( images[imgNum+1], {time=400, x=screenW\*1.5+pad, transition=easing.outExpo } )
end
function initImage(num)
if (num \< #images) then
images[num+1].x = screenW\*1.5 + pad
end
if (num \> 1) then
images[num-1].x = (screenW\*.5 + pad)\*-1
end
setSlideNumber()
end
background.touch = touchListener
background:addEventListener( "touch", background )
------------------------
-- Define public methods
function g:jumpToImage(num)
local i
print("jumpToImage")
print("#images", #images)
for i = 1, #images do
if i \< num then
images[i].x = -screenW\*.5;
elseif i \> num then
images[i].x = screenW\*1.5 + pad
else
images[i].x = screenW\*.5 - pad
end
end
imgNum = num
initImage(imgNum)
end
function g:cleanUp()
print("slides cleanUp")
background:removeEventListener("touch", touchListener)
end
return g
end
–Replace the myphotos.jpg with your photos. (NOTICE AT THE TOP IT WILL TELL YOU WHAT PAGE YOUR ON) your welcome
[import]uid: 44060 topic_id: 7836 reply_id: 27881[/import]
That was enough to point me in the right direction! Loving transitions 
Thanks for that, it did the trick
@auksfrailco5
I think that’s more like an image gallery which you scroll through…not quite what I’m after but I know what to do now, should I need it!
[import]uid: 40538 topic_id: 7836 reply_id: 27971[/import]