-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathgameover.lua
More file actions
138 lines (105 loc) · 4.33 KB
/
gameover.lua
File metadata and controls
138 lines (105 loc) · 4.33 KB
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
local composer = require( "composer" )
local scene = composer.newScene()
local scores = require("scores")
local path_track = "audio/Escape_Looping.wav"
local musicTrack
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
local function gotoGame()
composer.gotoScene("game", {time=800,effect="crossFade"})
end
local function gotoMenu()
composer.gotoScene("menu", {time=800,effect="crossFade"})
end
local function gotoExit()
native.requestExit()
end
local function loadAudio()
musicTrack = audio.loadStream( path_track)
end
local function updateFailed(error)
print(error.errorMessage)
end
local function updateDone(score)
print("updateDone : "..score)
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
scores:setUpdateRemoteOK(updateDone)
scores:setUpdateRemoteFail(updateFailed)
local score = composer.getVariable( "finalScore")
scores:updateLocal(score)
scores:updateRemote(score)
composer.setVariable( "finalScore", 0 )
local background = display.newImageRect(sceneGroup,"imgs/background.png",800,1400)
background.x = display.contentCenterX
background.y = display.contentCenterY
local title = display.newImageRect(sceneGroup,"imgs/title_game_over.png",500,80)
title.x = display.contentCenterX
title.y = 200
local score = display.newText(sceneGroup,"Score: " .. score,display.contentCenterX,400,native.systemFont,44)
score:setFillColor(0.82,0.86,1)
local survived = composer.getVariable( "Survived")
if(survived == true) then
local ssurvived = display.newText(sceneGroup," You Are Alive\nEnjoy Your Life!",display.contentCenterX,500,native.systemFont,50)
ssurvived:setFillColor(144/255,238/255,144/255)
else
local ssurvived = display.newText(sceneGroup,"You Died, Why?",display.contentCenterX,500,native.systemFont,50)
ssurvived:setFillColor(138/255,3/255,3/255)
end
local menuButton = display.newText(sceneGroup,"Menu",display.contentCenterX,700,native.systemFont,44)
menuButton:setFillColor(0.82,0.86,1)
local exitButton = display.newText(sceneGroup,"Exit",display.contentCenterX,810,native.systemFont,44)
exitButton:setFillColor(0.82,0.86,1)
local playButton = display.newText(sceneGroup,"Play", display.contentCenterX, 920, native.systemFont, 44)
playButton:setFillColor(0.75,0.78,1)
playButton:addEventListener("tap",gotoGame)
menuButton:addEventListener("tap",gotoMenu)
exitButton:addEventListener("tap",gotoExit)
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
-- Start the music!
audio.play( musicTrack, { channel=1, loops=-1 } )
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
audio.stop( 1 )
composer.removeScene( "gameover" )
end
end
-- destroy()
function scene:destroy( event )
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
audio.dispose(musicTrack)
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene