Hey everyone
I found this code somewhere on the forum (don’t remember where, but credit goes to whoever made it).
[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§
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
startPosX = touch.x
prevPosX = touch.x
startPosY = touch.y
prevPosY = touch.y
–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 - prevPosX
prevPosX = 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
local delta = touch.y - prevPosY
prevPosY = touch.y
images[imgNum].y = images[imgNum].y + delta
if (images[imgNum-1]) then
images[imgNum-1].y = images[imgNum-1].y + delta
end
if (images[imgNum+1]) then
images[imgNum+1].y = images[imgNum+1].y + delta
end
elseif ( phase == “ended” or phase == “cancelled” ) then
dragDistance = touch.x - startPosX
–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=500, x=(screenW*.5 + pad)*-1, transition=easing.outExpo } )
–tween = transition.to( images[imgNum+1], {time=500, x=screenW*.5, transition=easing.outExpo } )
–imgNum = imgNum + 1
–initImage(imgNum)
end
function prevImage()
–tween = transition.to( images[imgNum], {time=500, x=screenW*1.5+pad, transition=easing.outExpo } )
–tween = transition.to( images[imgNum-1], {time=500, x=screenW*.5, transition=easing.outExpo } )
–imgNum = imgNum - 1
–initImage(imgNum)
end
function cancelMove()
–tween = transition.to( images[imgNum], {time=100, x=screenW*.5, transition=easing.outExpo } )
–tween = transition.to( images[imgNum-1], {time=100, x=(screenW*.5 + pad)*-1, transition=easing.outExpo } )
–tween = transition.to( images[imgNum+1], {time=100, 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[/lua]
And well… Currently I’ve modified it quite a lot, so it almost fits my needs. Except one thing… People can scroll outside the border of my map area
How would I go about fixing this? So they can’t scroll out, or so at least they’d get “dragged” back in on the map again?
Thanks
Ekrajb123 [import]uid: 92119 topic_id: 15498 reply_id: 315498[/import]