Whole thing looks like this in COMPOSER:
local composer = require( “composer” )
local scene = composer.newScene()
– All code outside of the listener functions will only be executed ONCE unless “composer.removeScene()” is called
– Local forward references should go here
local myText
local function gameOver()
transition.to(myText, {time = 1000, alpha = 0) ---- DOES NOT WORK
myText.alpha = 0 ----------------------------- THIS WORKS… WHY ?
end
– “scene:create()”
function scene:create( event )
local sceneGroup = self.view
– Initialize the scene here
– Example: add display objects to “sceneGroup”, add touch listeners, etc.
end
– “scene:show()”
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == “will” ) then
– Called when the scene is still off screen (but is about to come on screen)
elseif ( phase == “did” ) then
– Called when the scene is now on screen
– Insert code here to make the scene come alive
– Example: start timers, begin animation, play audio, etc.
myText = display.newText(myGroup, “Hello World!”, 100, 200, native.systemFont, 16 )
myText:setFillColor( 1, 0, 0 )
myText.x = centerX
myText.y = centerY
gameOver()
end
end
– “scene:hide()”
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == “will” ) then
– Called when the scene is on screen (but is about to go off screen)
– Insert code here to “pause” the scene
– Example: stop timers, stop animation, stop audio, etc.
elseif ( phase == “did” ) then
– Called immediately after scene goes off screen
end
end
– “scene:destroy()”
function scene:destroy( event )
local sceneGroup = self.view
– Called prior to the removal of scene’s view
– Insert code here to clean up the scene
– Example: remove display objects, save state, etc.
end
– Listener setup
scene:addEventListener( “create”, scene )
scene:addEventListener( “show”, scene )
scene:addEventListener( “hide”, scene )
scene:addEventListener( “destroy”, scene )
return scene