-
Notifications
You must be signed in to change notification settings - Fork 0
/
menu.lua
167 lines (135 loc) · 6.7 KB
/
menu.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
local composer = require("composer")
local widget = require("widget")
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
--setting the goto for the others scenes
local bgmMusic = "Sounds/Menu.ogg"
local function gotoGame(event)
if event.phase == "ended" then
composer.gotoScene("game", {time = 800, effect = "crossFade"})
end
end
local function gotoHighScores(event)
if event.phase == "ended" then
composer.gotoScene("highscores", {time = 800, effect = "crossFade"})
end
end
local function gotoSettings(event)
if event.phase == "ended" then
composer.gotoScene("settings", {time = 800, effect = "crossFade"})
end
end
local function gotoEndless(event)
if event.phase == "ended" then
composer.gotoScene("gameEndless", {time = 800, effect = "crossFade"})
end
end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create(event)
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
--loading the background and the buttons
local menuBackground = display.newImage(sceneGroup, "Sprites/titleBg.png", display.contentCenterX, display.contentCenterY)
local gameTitleBack = display.newText(sceneGroup, "ERROW", display.contentCenterX + 3.5, display.contentCenterY / 2 + 3.5, "Kenney Blocks.ttf", 80)
gameTitleBack:setFillColor(0, 0, 0, 0.2)
local gameTitle = display.newText(sceneGroup, "ERROW", display.contentCenterX, display.contentCenterY / 2, "Kenney Blocks.ttf", 80)
gameTitle:setFillColor({type = "gradient", color1 = {0.63, 0.55, 0.36}, color2 = {0.49, 0.43, 0.27}, direction = "up"})
--todo: make these buttons imgs to fix the offset
scoresButton = widget.newButton(
{
x = display.contentCenterX,
y = display.contentCenterY + 120,
width = 190,
height = 50,
defaultFile = "Sprites/button.png",
overFile = "Sprites/button_pressed.png",
label = "Scores",
font = "Kenney Pixel.ttf",
fontSize = 35,
labelColor = {default = {0.49, 0.43, 0.27}, over = {0.63, 0.55, 0.36}},
labelYOffset = -4,
onEvent = gotoHighScores
})
playButton = widget.newButton(
{
x = display.contentCenterX,
y = display.contentCenterY,
width = 190,
height = 50,
defaultFile = "Sprites/button.png",
overFile = "Sprites/button_pressed.png",
label = "Play!",
font = "Kenney Pixel.ttf",
fontSize = 35,
labelColor = {default = {0.49, 0.43, 0.27}, over = {0.63, 0.55, 0.36}},
labelYOffset = -4,
onEvent = gotoGame
})
endlessButton = widget.newButton(
{
x = display.contentCenterX,
y = display.contentCenterY + 60,
width = 190,
height = 50,
defaultFile = "Sprites/button.png",
overFile = "Sprites/button_pressed.png",
label = "Endless Mode",
font = "Kenney Pixel.ttf",
fontSize = 35,
labelColor = {default = {0.49, 0.43, 0.27}, over = {0.63, 0.55, 0.36}},
labelYOffset = -4,
onEvent = gotoEndless
})
sceneGroup:insert(scoresButton)
sceneGroup:insert(playButton)
sceneGroup:insert(endlessButton)
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)
elseif (phase == "did") then
-- Code here runs when the scene is entirely on screen
backgroundMusic = audio.loadStream(bgmMusic)
bgmTrack = audio.play(backgroundMusic, {channel = 1, loops = -1})
if(system.getPreference("app", "music", "boolean") ~= nil) then
if(system.getPreference("app", "music", "boolean")) then
audio.setVolume(.5, {channel = 1})
else
audio.setVolume(0, {channel = 1})
end
end
end
end
-- hide()
function scene:hide(event)
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif (phase == "did") then
-- Code here runs immediately after the scene goes entirely off screen
end
end
-- destroy()
function scene:destroy(event)
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