storyboard by section

HI 

I’m working on a project almost finished, and I wanted to implement the storyboard, but I had to change a lots of my codes and I wanna use the storyboard only on the first scenes, which includes the main menu and display levels. There is any way to continue with the following scenes without using storyboard? Or I have to use storyboard on all my project?

You can think of the storyboard scene object as “just another” display group – of course, it has some extra properties (responds to scene change events, etc.). You should be able to transition to a “blank” scene and in the “enterScene” part of that code, launch your non-storyboard code. Note that since your code doesn’t refer to the storyboard scene-group, you need to ensure that you clean up after yourself before going back to the storyboard portions of your code. If you don’t, you’ll see leftover objects on the screen (storyboard API can only automatically clean up the objects you add to the scene-group).

You can, but you need to understand some consequence of doing so.

Corona SDK’s storyboard is designed to maintain it’s scenes underneath any unmanaged objects.  If your game is not going to be a storyboard scene, then it will sit on top of everything else (except native.* objects which are always the top most items).  So lets say you go to your menu scene then to to your level select scene then you go to your game.  Your game isn’t being managed by storyboard, so it will hide all of the storyboard scenes.  When you go back to your menu, your game will still be there unless you destroy it, or hide it.

I’m advising someone else who’s doing a similar thing.  We are having his game return a display.newGroup() instead of a table/object and just insert all of his game code and variables into the group, that way it’s easily hidable and showable by toggling it’s .isVisiible parameter.

Storyboard has a bit of a learning curve to fully understand how to use it.  Starting with Storyboard late into a project may be more frustrating that starting out with it and if you do, you will probably have less frustrations making your game into a manged scene.

Rob

Rob

You can think of the storyboard scene object as “just another” display group – of course, it has some extra properties (responds to scene change events, etc.). You should be able to transition to a “blank” scene and in the “enterScene” part of that code, launch your non-storyboard code. Note that since your code doesn’t refer to the storyboard scene-group, you need to ensure that you clean up after yourself before going back to the storyboard portions of your code. If you don’t, you’ll see leftover objects on the screen (storyboard API can only automatically clean up the objects you add to the scene-group).

You can, but you need to understand some consequence of doing so.

Corona SDK’s storyboard is designed to maintain it’s scenes underneath any unmanaged objects.  If your game is not going to be a storyboard scene, then it will sit on top of everything else (except native.* objects which are always the top most items).  So lets say you go to your menu scene then to to your level select scene then you go to your game.  Your game isn’t being managed by storyboard, so it will hide all of the storyboard scenes.  When you go back to your menu, your game will still be there unless you destroy it, or hide it.

I’m advising someone else who’s doing a similar thing.  We are having his game return a display.newGroup() instead of a table/object and just insert all of his game code and variables into the group, that way it’s easily hidable and showable by toggling it’s .isVisiible parameter.

Storyboard has a bit of a learning curve to fully understand how to use it.  Starting with Storyboard late into a project may be more frustrating that starting out with it and if you do, you will probably have less frustrations making your game into a manged scene.

Rob

Rob