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menu_overlay.lua
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--local composer = require( "composer" )
local scene = composer.newScene()
local buttonManager = require("scripts.buttonManager")
local btnMngr = nil
local retryLevelCommand
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
-- button manager
-- input all buttons
--
--local function
local function gotoGame()
--composer.gotoScene( "game" )
composer.hideOverlay( "fade", 200 )
end
local function retryLevel()
retryLevelCommand()
gotoGame()
end
local function gotoMenu()
composer.gotoScene( "menu",changeSceneOptions )
end
-- local function gotoLevelSelect()
-- composer.gotoScene( "levelSelect" )
-- --composer.hideScene( "levelSelect" )
-- end
-- local function gotoCredits()
-- composer.gotoScene( "credits" )
-- end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create( event )
print ("create overlay")
local sceneGroup = self.view
local darkOverlay = display.newRect(sceneGroup ,display.contentCenterX,display.contentCenterY, display.contentHeight,display.contentWidth)
darkOverlay.xScale = 2.1
darkOverlay.yScale = 2.1
darkOverlay:setFillColor( 0, 0, 0 )
darkOverlay.alpha = 0.7
-- local obj = display.newImageRect( sceneGroup, "textures/menuOverlay.png", 70, 40 )
-- obj.x, obj.y = display.contentCenterX, display.contentCenterY
-- obj.xScale = scale * 2
-- obj.yScale = scale * 2
retryLevelCommand = event.params.retryLevelCommand
local textOptions = {
parent = sceneGroup,
text = "Continue",
x = display.contentCenterX,
y = 400,
font = native.systemFont,
fontSize = textSize*scale,
align = "center"
}
local playButton = display.newText( textOptions)
textOptions.text = "Retry"
textOptions.y = 600
local retryBtn = display.newText( textOptions )
textOptions.text = "Menu"
textOptions.y = 800
local menuBtn = display.newText( textOptions )
-- local playButton = display.newText( sceneGroup, "Continue", display.contentCenterX, 400, native.systemFont, textSize*scale )
-- local retryBtn = display.newText( sceneGroup, "Retry", display.contentCenterX, 600, native.systemFont, textSize*scale )
-- local menuBtn = display.newText( sceneGroup, "Menu", display.contentCenterX,800 , native.systemFont, textSize*scale )
-- playButton:addEventListener( "tap", gotoGame )
-- retryBtn:addEventListener( "tap", retryLevel )
-- menuBtn:addEventListener( "tap", gotoMenu )
playButton.command = gotoGame
retryBtn.command = retryLevel
menuBtn.command = gotoMenu
local buttons = {playButton, retryBtn, menuBtn}
--local commands = {gotoGame,retryLevel, gotoMenu }
btnMngr = buttonManager:create(buttons)
-- local highScoresButton = display.newText( sceneGroup, "High Scores", display.contentCenterX, 400, native.systemFont, 44 )
-- highScoresButton:setFillColor( 0.75, 0.78, 1 )
local stage = display.getCurrentStage()
--stage:insert( background )
-- stage:insert( composer.stage )
-- stage:insert( playButton )
-- stage:insert( lvlSelectButton )
-- stage:insert( menuBtn )
-- TODO remove this later
-- skip menu for debug purpose
--gotoGame()
end
local function onKeyEvent(event)
if (event.phase=="up") then return false
end
if ( event.keyName == "up" ) then
btnMngr:getPrevButton()
elseif event.keyName == "down" then
btnMngr:getNextButton()
elseif ( event.keyName == "enter" ) then
btnMngr:pressButton()
-- If the "back" key was pressed on Android or Windows Phone, prevent it from backing out of the app
elseif ( event.keyName == "back" ) then
local platformName = system.getInfo( "platformName" )
-- composer.gotoScene( "menu" )
if ( platformName == "Android" ) or ( platformName == "WinPhone" ) then
return true
end
end
-- IMPORTANT! Return false to indicate that this app is NOT overriding the received key
-- This lets the operating system execute its default handling of the key
return false
end
-- show()
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is still off screen (but is about to come on screen)
audio.play( audioManager.openMenu )
elseif ( phase == "did" ) then
-- Code here runs when the scene is entirely on screen
print ("show overlay")
btnMngr:resume()
Runtime:removeEventListener( "key", onKeyEvent )
Runtime:addEventListener( "key", onKeyEvent )
end
end
-- hide()
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
local parent = event.parent
if ( phase == "will" ) then
-- Code here runs when the scene is on screen (but is about to go off screen)
audio.play( audioManager.closeMenu )
elseif ( phase == "did" ) then
-- Code here runs immediately after the scene goes entirely off screen
Runtime:removeEventListener( "key", onKeyEvent )
if parent.name == "Game" then
parent:resumeGame()
end
btnMngr:pause()
end
end
-- destroy()
function scene:destroy( event )
print ("destroy overlay")
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene