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choose_avatar.lua
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-----------------------------------------------------------------------------------------
--
-- view2.lua
--
-----------------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local widget = require( "widget" )
local utilities = require( "com.scatter.utilities" )
local scene = storyboard.newScene()
local stage = display.getCurrentStage()
local avatars = {}
local scatter_sound = audio.loadSound(_G.sound_path .. "scatter.aif")
-----------------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
--
-- NOTE: Code outside of listener functions (below) will only be executed once,
-- unless storyboard.removeScene() is called.
--
-----------------------------------------------------------------------------------------
local avatarButtonHandler = function (event)
--utilities.printTable(event)
if event.phase == "ended" then
print( "Pressed avatar button..." )
_G.game_settings.avatar_id = event.target.avatar_id
print("Selected avatar_id: " .. _G.game_settings.avatar_id )
utilities.saveData(_G.game_settings, "scatter_settings.json")
local options = {
effect="slideLeft",
time = 300,
}
_G.tab_bar:pressButton( 1, true )
--if (event.target.avatar_id == 1) then
--
--elseif (event.target.avatar_id == 2) then
--
--elseif (event.target.avatar_id == 3) then
--
--elseif (event.target.avatar_id == 4) then
--
--end
end
end
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
local bg = display.newImageRect(_G.image_path .. "home_bg.png", 320, 480)
bg:setReferencePoint(display.TopLeftReferencePoint)
bg.x = 0; bg.y = 0;
bg:setReferencePoint(display.CenterReferencePoint)
local title = display.newImageRect(_G.image_path .. "title_chooseAvatar.png", 220, 40)
title:setReferencePoint(display.CenterReferencePoint)
title.x = stage.contentWidth/2; title.y = 4*_G.gui_padding;
group:insert( bg )
group:insert( title )
for i = 1, 4 do
avatars[i] = widget.newButton {
id = "avatar" .. i,
default = _G.image_path .. "icon_" .. i .. ".png",
over = _G.image_path .. "icon_" .. i .. "_over.png",
width = 125,
height = 160,
}
avatars[i]["avatar_id"] = i
avatars[i]:setReferencePoint(display.TopLeftReferencePoint)
if (i == 1) then
avatars[i].x = 2*_G.gui_padding
avatars[i].y = title.y + _G.gui_padding
elseif (i == 2) then
avatars[i].x = stage.contentWidth - avatars[i].width - 2*_G.gui_padding
avatars[i].y = title.y + _G.gui_padding
elseif (i == 3) then
avatars[i].x = 2*_G.gui_padding
avatars[i].y = avatars[1].y + avatars[1].height + 3*_G.gui_padding
elseif (i == 4) then
avatars[i].x = stage.contentWidth - avatars[i].width - 2*_G.gui_padding
avatars[i].y = avatars[2].y + avatars[2].height + 3*_G.gui_padding
end
avatars[i]:addEventListener("touch", avatarButtonHandler)
group:insert(avatars[i])
end
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
audio.play(scatter_sound)
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
-- INSERT code here (e.g. stop timers, remove listenets, unload sounds, etc.)
end
-- If scene's view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene( event )
local group = self.view
-- INSERT code here (e.g. remove listeners, remove widgets, save state variables, etc.)
end
-- BEGIN GUI LAYOUT --
-- END GUI LAYOUT --
-----------------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
-----------------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched whenever before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )
-----------------------------------------------------------------------------------------
return scene