This repository has been archived by the owner on Sep 11, 2018. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgame_over.lua
102 lines (66 loc) · 3.4 KB
/
game_over.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
-- testLevel.lua
--
-- Authors: Eric Noble and Tyler Kramer
-- Purpose: Serve as the main level demonstrating Koala Duty.
----------------------------------------------------------------------------------
local storyboard = require("storyboard")
local scene = storyboard.newScene()
----------------------------------------------------------------------------------
--
-- NOTE:
--
-- Code outside of listener functions (below) will only be executed once,
-- unless storyboard.removeScene() is called.
--
---------------------------------------------------------------------------------
---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
local function restart(event)
storyboard.gotoScene("menu_main")
end
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene(event)
local group = self.view
group:insert(display.newText("Game Over", 100, 60, system.nativefont, 32))
group:insert(display.newText("Thank you for playing!", 100, 100, system.nativefont, 16))
group:insert(display.newText("Touch anywhere to play again", 100, 200, system.nativefont, 16))
Runtime:addEventListener( "touch", restart)
-----------------------------------------------------------------------------
-- INSERT code here (e.g. start timers, load audio, start listeners, etc.)
-----------------------------------------------------------------------------
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
Runtime:removeEventListener("touch", restart)
-----------------------------------------------------------------------------
-- INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)
-----------------------------------------------------------------------------
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- INSERT code here (e.g. remove listeners, widgets, save state, etc.)
-----------------------------------------------------------------------------
end
---------------------------------------------------------------------------------
-- 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 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