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quick_game_wait.lua
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-----------------------------------------------------------------------------------------
--
-- view2.lua
--
-----------------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local widget = require( "widget" )
local json = require( "json" )
local game = require( "com.scatter.game" )
local utilities = require( "com.scatter.utilities" )
local scene = storyboard.newScene()
local stage = display.getCurrentStage()
local current_player_count = nil
local game = {}
local bg, text, cancel_quick_game_button, current_player_count
-----------------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
--
-- NOTE: Code outside of listener functions (below) will only be executed once,
-- unless storyboard.removeScene() is called.
--
-----------------------------------------------------------------------------------------
local function newPlayerEventListener( event )
utilities.printTable(event)
game.current_player_count = event.current_player_count
current_player_count.text = event.current_player_count .. " / " .. game.total_player_count
end
local function playerLeaveEventListener( event )
utilities.printTable(event)
game.current_player_count = event.current_player_count
current_player_count.text = event.current_player_count .. " / " .. game.total_player_count
end
local function gameStartEventListener( event )
local options = {
effect="slideLeft",
time = 300,
params = {game = game},
}
storyboard.gotoScene("play_game", options)
end
local cancelQuickGameButtonHandler = function (event )
if event.phase == "release" then
print( "Pressed cancel quick game button..." )
game:leaveBeforeStart()
_G.tab_bar:pressButton( 1, true )
end
end
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
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)
text = display.newImageRect(_G.image_path .. "title_waiting.png", 180, 140)
text:setReferencePoint(display.TopLeftReferencePoint)
text.x = stage.contentWidth/2 - text.width/2; text.y = stage.contentHeight/3 - text.height;
text:setReferencePoint(display.CenterReferencePoint)
current_player_count = display.newRetinaText("",0,0, _G.fonts[2] ,80)
current_player_count:setReferencePoint(display.CenterReferencePoint)
current_player_count.x = text.x
current_player_count.y = text.y + text.height
current_player_count:setTextColor(_G.colors["purple"][1],_G.colors["purple"][2],_G.colors["purple"][3],_G.colors["purple"][4])
cancel_quick_game_button = widget.newButton{
id = "cancel_quick_game_button",
default = _G.image_path .. "btn_cancel.png",
over = _G.image_path .. "btn_cancel_over.png",
width = 115,
height = 90,
onEvent = cancelQuickGameButtonHandler
}
cancel_quick_game_button:setReferencePoint(display.CenterReferencePoint)
cancel_quick_game_button.x = stage.contentWidth/2
cancel_quick_game_button.y = _G.tab_bar.y - cancel_quick_game_button.height - 2*_G.gui_padding
-- all objects must be added to group (e.g. self.view)
group:insert( bg )
group:insert( text )
group:insert( current_player_count )
group:insert( cancel_quick_game_button )
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
game = event.params.game
game:addEventListener( "game#join", newPlayerEventListener )
game:addEventListener( "game#leave", playerLeaveEventListener )
game:addEventListener( "game#started", gameStartEventListener )
current_player_count.text = game.current_player_count .. " / " .. game.total_player_count
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
game:removeEventListener( "game#join", newPlayerEventListener )
game:removeEventListener( "game#leave", playerLeaveEventListener )
game:removeEventListener( "game#started", gameStartEventListener )
current_player_count.text = ""
-- 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