This tutorial is build for a tribute to "Steve Jobs:The man behind apple"
From me(Deepak Singh Rawat) using a better way to understand movieclip action with buttons!!
For more information check my blog :-
www.anscacorona.blogspot.com
or
My youtube channel :-
www.youtube.com/user/iphonemaclover
thank you
Have fun with corona SDK
File included:-
main.lua
mainmenu.lua
loadmainmenu.lua
director.lua (taken from corona tutorials)
config.lua
build.settings
buttonLib.lua (taken from corona tutorials)
movieclip.lua (taken from corona tutorials)
ui.lua (taken from corona tutorials)
For downloading complete source code with graphics:
visit my blog link : http://anscacorona.blogspot.com/2011/10/we-miss-you-steve-job-sample-iphone.html
file main.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 | -- main.lua --file main.lua --To Hide the status bar display.setStatusBar( display.HiddenStatusBar ) -- For Importing director.lua class local director = require("director") local movieclip = require("movieclip") uiButton = require("buttonLib") -- For Creating a main group local mainGroup = display.newGroup() -- Start of Main function local function main() -- Adding the Group from director.lua class mainGroup:insert(director.directorView) local function flash1() local myLogo = display.newImage("menubackground/splash.png") myLogo.x = 240 myLogo.y = 160 myLogo.alpha = 0 transition.to( myLogo, {time=500, delay=500, alpha=1}) transition.to( myLogo, {time=500, delay=3500, alpha=0}) end timer.performWithDelay(0, flash1) local function flash2() local myLogo1 = display.newImage("menubackground/apple.png") myLogo1.x = 240 myLogo1.y = 160 myLogo1.alpha=0 myLogo1.alpha = 0 transition.to( myLogo1, {time=500, delay=500, alpha=1}) transition.to( myLogo1, {time=500, delay=3500, alpha=0}) end timer.performWithDelay(3500, flash2) local changeScene = function() director:changeScene("loadmainmenu", "fade") end timer.performWithDelay(8000, changeScene) --To Change scene withoutany effects return true end -- For Running Main Function main() |
file loadmainmenu.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 | --load loadmainmenu.lua module(..., package.seeall) -- Main function - MUST return a display.newGroup() function new() local localGroup = display.newGroup() local theTimer local loadingImage local showLoadingScreen = function() loadingImage = display.newImageRect( "menubackground/loading.png", 480, 320 ) loadingImage.x = 240; loadingImage.y = 160 local goToLevel = function() loadingImage:removeSelf() director:changeScene( "mainmenupage" ) end theTimer = timer.performWithDelay( 1000, goToLevel, 1 ) end showLoadingScreen() unloadMe = function() if theTimer then timer.cancel( theTimer ); end if loadingImage then loadingImage:removeSelf() loadingImage = nil end end -- MUST return a display.newGroup() return localGroup end |
file mainmenu.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 | --load mainmenu.lua module(..., package.seeall) local menuGroup=display.newGroup() local ui = require("ui") local movieclip = require "movieclip" local candle function new() local menuGroup=display.newGroup() -- Background local background = display.newImage("menubackground/jobs.png") menuGroup:insert(background) local localGroup = display.newGroup() candle = movieclip.newAnim{ "candle/candle0.png","candle/candle.png", "candle/candle1.png","candle/candle2.png","candle/candle3.png"} candle.x=220 candle.y=220 candle.xScale=.4 candle.yScale=.4 candle:stopAtFrame(1) --- ********************************************************* --- --- BUTTONS --- --- ********************************************************* --- -->> Set Up "fire" Button with required variables --Custom function to execute on began press state local function fireBeganFunction() print("fire Began State Executed") candle:play() end --Custom function to execute on released press state local function fireReleasedFunction() print("fire Released State Executed") candle:stopAtFrame(1) new() end fireBTN = movieclip.newAnim({"fire.png", "fire1.png"}) -- The sequence of images : Should contain a default and pressed state image fireBTN.x = 40 fireBTN.y = 260 fireBTN.xScale=.5 fireBTN.yScale=.5 fireBTN.beganFunction = fireBeganFunction -- The pointer to the custom function to execute on button began state (If any) Optional fireBTN.releasedFunction = fireReleasedFunction -- The pointer to the custom function to execute on button began state (If any) Optional fireBTN.removeListenerOnTouch = true -- If true the library will automatically remove the event listener for you when it is done. menuGroup:insert(fireBTN) fireBTN:addEventListener("touch", uiButton.handleEvent) ------------------------------------------------------ clean = function() fireBTN:removeEventListener("touch", uiButton.handleEvent) menuGroup:removeSelf() end -- MUST return a display.newGroup() return localGroup end |
file director.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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 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| --load director.lua module(..., package.seeall) -- File name - director.lua directorView = display.newGroup() currView = display.newGroup() nextView = display.newGroup() effectView = display.newGroup() -- local currScreen, nextScreen local currScene, nextScene = "main", "main" local newScene local fxTime = 200 local safeDelay = 50 local isChangingScene = false -- directorView:insert(currView) directorView:insert(nextView) directorView:insert(effectView) -- currView.x = 0 currView.y = 0 nextView.x = display.contentWidth nextView.y = 0 ------------------------------------------------------------------------ -- GET COLOR FUNCTION ------------------------------------------------------------------------ local function getColor ( arg1, arg2, arg3 ) -- local r, g, b -- if type(arg1) == "nil" then arg1 = "black" end -- if string.lower(arg1) == "red" then r=255 g=0 b=0 elseif string.lower(arg1) == "green" then r=0 g=255 b=0 elseif string.lower(arg1) == "blue" then r=0 g=0 b=255 elseif string.lower(arg1) == "yellow" then r=255 g=255 b=0 elseif string.lower(arg1) == "pink" then r=255 g=0 b=255 elseif string.lower(arg1) == "white" then r=255 g=255 b=255 elseif type (arg1) == "number" and type (arg2) == "number" and type (arg3) == "number" then r=arg1 g=arg2 b=arg3 else r=0 g=0 b=0 end -- return r, g, b -- end ------------------------------------------------------------------------ -- FOR CHANGING CONTROLS ------------------------------------------------------------------------ -- fxTime function director:changeFxTime ( newFxTime ) if type(newFxTime) == "number" then fxTime = newFxTime end end -- safeDelay function director:changeSafeDelay ( newSafeDelay ) if type(newSafeDelay) == "number" then safeDelay = newSafeDelay end end ------------------------------------------------------------------------ -- FOR GETTING SCENES ------------------------------------------------------------------------ function director:getCurrScene () return currScene end -- function director:getNextScene () return nextScene end ------------------------------------------------------------------------ -- CLEAN GROUP FUNCTION ------------------------------------------------------------------------ local function cleanGroups ( curGroup, level ) if curGroup.numChildren then while curGroup.numChildren > 0 do cleanGroups ( curGroup[curGroup.numChildren], level+1 ) end if level > 0 then curGroup:removeSelf() end else curGroup:removeSelf() curGroup = nil return true end end ------------------------------------------------------------------------ -- CALL CLEAN FUNCTION ------------------------------------------------------------------------ local function callClean ( moduleName ) if type(package.loaded[moduleName]) == "table" then if string.lower(moduleName) ~= "main" then for k,v in pairs(package.loaded[moduleName]) do if k == "clean" and type(v) == "function" then package.loaded[moduleName].clean() end end end end end ------------------------------------------------------------------------ -- UNLOAD SCENE ------------------------------------------------------------------------ local function unloadScene ( moduleName ) if moduleName ~= "main" and type(package.loaded[moduleName]) == "table" then package.loaded[moduleName] = nil local function garbage ( event ) collectgarbage("collect") end garbage() timer.performWithDelay(fxTime,garbage) end end ------------------------------------------------------------------------ -- LOAD SCENE ------------------------------------------------------------------------ local function loadScene ( moduleName, target ) -- Test parameters if type(moduleName) == "nil" then return true end if type(target) == "nil" then target = "next" end ------------------------------------- -- Load choosed scene ------------------------------------- -- Prev if string.lower(target) == "curr" then -- callClean ( moduleName ) -- cleanGroups(currView,0) -- if nextScene == moduleName then cleanGroups(nextView,0) end -- unloadScene( moduleName ) -- currScreen = require(moduleName).new() currView:insert(currScreen) currScene = moduleName -- Next else -- callClean ( moduleName ) -- cleanGroups(nextView,0) -- if currScene == moduleName then cleanGroups(currView,0) end -- unloadScene( moduleName ) -- nextScreen = require(moduleName).new() nextView:insert(nextScreen) nextScene = moduleName end end -- Load curr screen function director:loadCurrScene ( moduleName ) loadScene ( moduleName, "curr" ) end -- Load next screen function director:loadNextScene ( moduleName ) loadScene ( moduleName, "next" ) end ------------------------------------------------------------------------ -- EFFECT ENDED ------------------------------------------------------------------------ local function fxEnded ( event ) currView.x = 0 currView.y = 0 currView.xScale = 1 currView.yScale = 1 -- callClean ( currScene ) cleanGroups( currView ,0) unloadScene( currScene ) -- currScreen = nextScreen currScene = newScene currView:insert(currScreen) -- nextView.x = display.contentWidth nextView.y = 0 nextView.xScale = 1 nextView.yScale = 1 -- isChangingScene = false end ------------------------------------------------------------------------ -- CHANGE SCENE ------------------------------------------------------------------------ function director:changeScene(nextLoadScene, effect, arg1, arg2, arg3) ----------------------------------- -- If is changing scene, return without do anything ----------------------------------- if isChangingScene then return true else isChangingScene = true end ----------------------------------- -- If is the same, don't change ----------------------------------- if currScene then if string.lower(currScene) == string.lower(nextLoadScene) then return true end end newScene = nextLoadScene local showFx ----------------------------------- -- EFFECT: Move From Right ----------------------------------- if effect == "moveFromRight" then nextView.x = display.contentWidth nextView.y = 0 -- loadScene (newScene) -- showFx = transition.to ( nextView, { x=0, time=fxTime } ) showFx = transition.to ( currView, { x=display.contentWidth*-1, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Over From Right ----------------------------------- elseif effect == "overFromRight" then nextView.x = display.contentWidth nextView.y = 0 -- loadScene (newScene) -- showFx = transition.to ( nextView, { x=0, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Move From Left ----------------------------------- elseif effect == "moveFromLeft" then nextView.x = display.contentWidth*-1 nextView.y = 0 -- loadScene (newScene) -- showFx = transition.to ( nextView, { x=0, time=fxTime } ) showFx = transition.to ( currView, { x=display.contentWidth, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Over From Left ----------------------------------- elseif effect == "overFromLeft" then nextView.x = display.contentWidth*-1 nextView.y = 0 -- loadScene (newScene) -- showFx = transition.to ( nextView, { x=0, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Move From Top ----------------------------------- elseif effect == "moveFromTop" then nextView.x = 0 nextView.y = display.contentHeight*-1 -- loadScene (newScene) -- showFx = transition.to ( nextView, { y=0, time=fxTime } ) showFx = transition.to ( currView, { y=display.contentHeight, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Over From Top ----------------------------------- elseif effect == "overFromTop" then nextView.x = 0 nextView.y = display.contentHeight*-1 -- loadScene (newScene) -- showFx = transition.to ( nextView, { y=0, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Move From Bottom ----------------------------------- elseif effect == "moveFromBottom" then nextView.x = 0 nextView.y = display.contentHeight -- loadScene (newScene) -- showFx = transition.to ( nextView, { y=0, time=fxTime } ) showFx = transition.to ( currView, { y=display.contentHeight*-1, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Over From Bottom ----------------------------------- elseif effect == "overFromBottom" then nextView.x = 0 nextView.y = display.contentHeight -- loadScene (newScene) -- showFx = transition.to ( nextView, { y=0, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Crossfade ----------------------------------- elseif effect == "crossfade" then nextView.x = display.contentWidth nextView.y = 0 -- loadScene (newScene) -- nextView.alpha = 0 nextView.x = 0 -- showFx = transition.to ( nextView, { alpha=1, time=fxTime*2 } ) -- timer.performWithDelay( fxTime*2+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Fade ----------------------------------- -- ARG1 = color [string] ----------------------------------- -- ARG1 = red [number] -- ARG2 = green [number] -- ARG3 = blue [number] ----------------------------------- elseif effect == "fade" then local r, g, b = getColor ( arg1, arg2, arg3 ) -- nextView.x = display.contentWidth nextView.y = 0 -- loadScene (newScene) -- local fade = display.newRect( 0 - display.contentWidth, 0 - display.contentHeight, display.contentWidth * 3, display.contentHeight * 3 ) fade.alpha = 0 fade:setFillColor( r,g,b ) effectView:insert(fade) -- showFx = transition.to ( fade, { alpha=1.0, time=fxTime } ) -- timer.performWithDelay( fxTime+safeDelay, fxEnded ) -- local function returnFade ( event ) showFx = transition.to ( fade, { alpha=0, time=fxTime } ) -- local function removeFade ( event ) fade:removeSelf() end -- timer.performWithDelay( fxTime+safeDelay, removeFade ) end -- timer.performWithDelay( fxTime+safeDelay+1, returnFade ) ----------------------------------- -- EFFECT: Flip ----------------------------------- elseif effect == "flip" then showFx = transition.to ( currView, { xScale=0.001, time=fxTime } ) showFx = transition.to ( currView, { x=display.contentWidth*0.5, time=fxTime } ) -- loadScene (newScene) -- nextView.xScale=0.001 nextView.x=display.contentWidth*0.5 -- showFx = transition.to ( nextView, { xScale=1, delay=fxTime, time=fxTime } ) showFx = transition.to ( nextView, { x=0, delay=fxTime, time=fxTime } ) -- timer.performWithDelay( fxTime*2+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: Down Flip ----------------------------------- elseif effect == "downFlip" then showFx = transition.to ( currView, { xScale=0.7, time=fxTime } ) showFx = transition.to ( currView, { yScale=0.7, time=fxTime } ) showFx = transition.to ( currView, { x=display.contentWidth*0.15, time=fxTime } ) showFx = transition.to ( currView, { y=display.contentHeight*0.15, time=fxTime } ) showFx = transition.to ( currView, { xScale=0.001, delay=fxTime, time=fxTime } ) showFx = transition.to ( currView, { x=display.contentWidth*0.5, delay=fxTime, time=fxTime } ) -- loadScene (newScene) -- nextView.x = display.contentWidth*0.5 nextView.xScale=0.001 nextView.yScale=0.7 nextView.y=display.contentHeight*0.15 -- showFx = transition.to ( nextView, { x=display.contentWidth*0.15, delay=fxTime*2, time=fxTime } ) showFx = transition.to ( nextView, { xScale=0.7, delay=fxTime*2, time=fxTime } ) showFx = transition.to ( nextView, { xScale=1, delay=fxTime*3, time=fxTime } ) showFx = transition.to ( nextView, { yScale=1, delay=fxTime*3, time=fxTime } ) showFx = transition.to ( nextView, { x=0, delay=fxTime*3, time=fxTime } ) showFx = transition.to ( nextView, { y=0, delay=fxTime*3, time=fxTime } ) -- timer.performWithDelay( fxTime*4+safeDelay, fxEnded ) ----------------------------------- -- EFFECT: None ----------------------------------- else timer.performWithDelay( 0, fxEnded ) loadScene (newScene) end return true end |
file config.lua
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | --load config.lua application = { content = { width = 320, height = 480, scale = "Letterbox", fps = 30, antialias = true, imageSuffix = { ["@2x"] = 2, }, }, } |
file buttonLib.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 | --load buttonLib.lua -- File name - buttonLib.lua module(..., package.seeall) -- If you are using the director class, leave this value set at true. If you don't use the director class, set it to false local usingDirector = true --Function to handle buttons function handleEvent(event) -- Set focus on the button display.getCurrentStage():setFocus(event.target) --Set up button bounds local bounds = event.target.contentBounds local x, y = event.x, event.y local isWithinBounds = bounds.xMin <= x and bounds.xMax >= x and bounds.yMin <= y and bounds.yMax >= y if event.phase == "began" then --Change the displayed frame to the "Clicked / Down" image event.target:nextFrame() event.target:stopAtFrame(2) --If the touch is within the buttons bounds execute required actions if isWithinBounds then --If the target has a began function execute it if event.target.beganFunction then event.target.beganFunction() end end elseif event.phase == "ended" then --Remove focus from the button display.getCurrentStage():setFocus(nil) --Change the displayed frame to the "Default" image event.target:previousFrame() event.target:stopAtFrame(1) --If the touch is within the buttons bounds execute required actions if isWithinBounds then --Play the sound upon click (if it exists) if event.target.sound then audio.play(event.target.sound) else print("Error : Either the sound doesn't exist or you have not specified a sound to play on touch") end --If the target has a released function execute it if event.target.releasedFunction then event.target.releasedFunction() end --Remove the button listener to prevent crashing the game upon scene change (when using director class) if event.target.removeListenerOnTouch == true then event.target:removeEventListener("touch", handleEvent) end -- Change director scene or execute required action (if using it) if usingDirector == true then if event.target.sceneChangesTo and event.target.sceneChangesWithEffect then director:changeScene(event.target.sceneChangesTo, event.target.sceneChangesWithEffect) end end end end end |
file movieclip.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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 | --load movieclip.lua -- -- Abstract: animated sprite or "movieclip" library -- This library assembles animation sequences from individual image files. For more advanced -- texture memory handling, see the "sprite sheet" feature in Corona Game Edition. -- -- Version: 2.01 -- Disclaimer: IMPORTANT: This ANSCA software is supplied to you by ANSCA Inc. -- ("ANSCA") in consideration of your agreement to the following terms, and your -- use, installation, modification or redistribution of this ANSCA software -- constitutes acceptance of these terms. If you do not agree with these terms, -- please do not use, install, modify or redistribute this ANSCA software. -- -- In consideration of your agreement to abide by the following terms, and subject -- to these terms, ANSCA grants you a personal, non-exclusive license, under -- ANSCA's copyrights in this original ANSCA software (the "ANSCA Software"), to -- use, reproduce, modify and redistribute the ANSCA Software, with or without -- modifications, in source and/or binary forms; provided that if you redistribute -- the ANSCA Software in its entirety and without modifications, you must retain -- this notice and the following text and disclaimers in all such redistributions -- of the ANSCA Software. -- Neither the name, trademarks, service marks or logos of ANSCA Inc. may be used -- to endorse or promote products derived from the ANSCA Software without specific -- prior written permission from ANSCA. Except as expressly stated in this notice, -- no other rights or licenses, express or implied, are granted by ANSCA herein, -- including but not limited to any patent rights that may be infringed by your -- derivative works or by other works in which the ANSCA Software may be -- incorporated. -- -- The ANSCA Software is provided by ANSCA on an "AS IS" basis. ANSCA MAKES NO -- WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED -- WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR -- PURPOSE, REGARDING THE ANSCA SOFTWARE OR ITS USE AND OPERATION ALONE OR IN -- COMBINATION WITH YOUR PRODUCTS. -- -- IN NO EVENT SHALL ANSCA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR -- CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE -- GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) -- ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR -- DISTRIBUTION OF THE ANSCA SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF -- CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF -- ANSCA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -- -- Copyright (C) 2010 ANSCA Inc. All Rights Reserved. -- movieclip.lua (a convenience library for assembling animated sprites from separate images) -- File name - movieclip.lua module(..., package.seeall) local movMFloor = math.floor local movMCeil = math.ceil function newAnim (imageTable) -- Set up graphics local g = display.newGroup() local animFrames = {} local animLabels = {} local limitX, limitY, transpose local startX, startY local i = 1 while imageTable[i] do animFrames[i] = display.newImage(imageTable[i]); g:insert(animFrames[i], true) animLabels[i] = i -- default frame label is frame number animFrames[i].isVisible = false i = i + 1 end -- show first frame by default animFrames[1].isVisible = true ------------------------- -- Define private methods local currentFrame = 1 local totalFrames = #animFrames local startFrame = 1 local endFrame = #animFrames local loop = 0 local loopCount = 0 local remove = false local dragBounds = nil local dragLeft, dragTop, dragWidth, dragHeight local animSpeed = 1.0 local animTime = 1.0 -- flag to distinguish initial default case (where no sequence parameters are submitted) local inSequence = false local function resetDefaults() currentFrame = 1 startFrame = 1 animTime = 1.0 endFrame = #animFrames loop = 0 loopCount = 0 remove = false end local function resetReverseDefaults() currentFrame = #animFrames startFrame = #animFrames animTime = #animFrames endFrame = 1 loop = 0 loopCount = 0 remove = false end local function nextFrame( self, event ) animFrames[currentFrame].isVisible = false animTime = animTime + animSpeed currentFrame = movMFloor(animTime) if (currentFrame == endFrame + 1) then if (loop > 0) then loopCount = loopCount + 1 if (loopCount == loop) then -- stop looping currentFrame = currentFrame - 1 animTime = currentFrame animFrames[currentFrame].isVisible = true Runtime:removeEventListener( "enterFrame", self ) if (remove) then self.parent:remove(self) end else currentFrame = startFrame animTime = startFrame animFrames[currentFrame].isVisible = true end else currentFrame = startFrame animTime = startFrame animFrames[currentFrame].isVisible = true end elseif (currentFrame > #animFrames) then currentFrame = 1 animTime = 1.0 animFrames[currentFrame].isVisible = true else animFrames[currentFrame].isVisible = true end end local function prevFrame( self, event ) animFrames[currentFrame].isVisible = false animTime = animTime - animSpeed currentFrame = movMCeil(animTime) if (currentFrame == endFrame - 1) then if (loop > 0) then loopCount = loopCount + 1 if (loopCount == loop) then -- stop looping currentFrame = currentFrame + 1 animTime = currentFrame animFrames[currentFrame].isVisible = true Runtime:removeEventListener( "enterFrame", self ) if (remove) then -- delete self self.parent:remove(self) end else currentFrame = startFrame animTime = startFrame animFrames[currentFrame].isVisible = true end else currentFrame = startFrame animTime = startFrame animFrames[currentFrame].isVisible = true end elseif (currentFrame < 1) then currentFrame = #animFrames animTime = #animFrames animFrames[currentFrame].isVisible = true else animFrames[currentFrame].isVisible = true end end local function dragMe(self, event) local onPress = self._onPress local onDrag = self._onDrag local onRelease = self._onRelease if event.phase == "began" then display.getCurrentStage():setFocus( self ) startX = g.x startY = g.y if onPress then result = onPress( event ) end elseif event.phase == "moved" then if transpose == true then -- Note: "transpose" is deprecated now that Corona supports native landscape mode -- dragBounds is omitted in transposed mode, but feel free to implement it if limitX ~= true then g.x = startX - (event.yStart - event.y) end if limitY ~= true then g.y = startY + (event.xStart - event.x) end else if limitX ~= true then g.x = startX - (event.xStart - event.x) if (dragBounds) then if (g.x < dragLeft) then g.x = dragLeft end if (g.x > dragLeft + dragWidth) then g.x = dragLeft + dragWidth end end end if limitY ~= true then g.y = startY - (event.yStart - event.y) if (dragBounds) then if (g.y < dragTop) then g.y = dragTop end if (g.y > dragTop + dragHeight) then g.y = dragTop + dragHeight end end end end if onDrag then result = onDrag( event ) end elseif event.phase == "ended" then display.getCurrentStage():setFocus( nil ) if onRelease then result = onRelease( event ) end end -- stop touch from falling through to objects underneath return true end ------------------------ -- Define public methods function g:setSpeed(s) animSpeed = s end function g:enterFrame( event ) self:repeatFunction( event ) end function g:play( params ) Runtime:removeEventListener( "enterFrame", self ) if ( params ) then -- if any parameters are submitted, assume this is a new sequence and reset all default values animFrames[currentFrame].isVisible = false resetDefaults() inSequence = true -- apply optional parameters (with some boundary and type checking) --if ( params.startFrame and type(params.startFrame) == "number" ) then startFrame=params.startFrame end if ( params.startFrame and type(params.startFrame) == "number" ) then startFrame=params.startFrame animTime = startFrame end if ( startFrame > #animFrames or startFrame < 1 ) then startFrame = 1 end if ( params.endFrame and type(params.endFrame) == "number" ) then endFrame=params.endFrame end if ( endFrame > #animFrames or endFrame < 1 ) then endFrame = #animFrames end if ( params.loop and type(params.loop) == "number" ) then loop=params.loop end if ( loop < 0 ) then loop = 0 end if ( params.remove and type(params.remove) == "boolean" ) then remove=params.remove end loopCount = 0 else if (not inSequence) then -- use default values startFrame = 1 animTime = startFrame endFrame = #animFrames loop = 0 loopCount = 0 remove = false end end currentFrame = startFrame animFrames[startFrame].isVisible = true self.repeatFunction = nextFrame Runtime:addEventListener( "enterFrame", self ) end function g:reverse( params ) Runtime:removeEventListener( "enterFrame", self ) if ( params ) then -- if any parameters are submitted, assume this is a new sequence and reset all default values animFrames[currentFrame].isVisible = false resetReverseDefaults() inSequence = true -- apply optional parameters (with some boundary and type checking) --if ( params.startFrame and type(params.startFrame) == "number" ) then startFrame=params.startFrame end if ( params.startFrame and type(params.startFrame) == "number" ) then startFrame=params.startFrame animTime = startFrame end if ( startFrame > #animFrames or startFrame < 1 ) then startFrame = #animFrames end if ( params.endFrame and type(params.endFrame) == "number" ) then endFrame=params.endFrame end if ( endFrame > #animFrames or endFrame < 1 ) then endFrame = 1 end if ( params.loop and type(params.loop) == "number" ) then loop=params.loop end if ( loop < 0 ) then loop = 0 end if ( params.remove and type(params.remove) == "boolean" ) then remove=params.remove end else if (not inSequence) then -- use default values startFrame = #animFrames animTime = startFrame endFrame = 1 loop = 0 loopCount = 0 remove = false end end currentFrame = startFrame animFrames[startFrame].isVisible = true self.repeatFunction = prevFrame Runtime:addEventListener( "enterFrame", self ) end function g:nextFrame() -- stop current sequence, if any, and reset to defaults Runtime:removeEventListener( "enterFrame", self ) inSequence = false animFrames[currentFrame].isVisible = false currentFrame = currentFrame + 1 if ( currentFrame > #animFrames ) then currentFrame = 1 end animFrames[currentFrame].isVisible = true end function g:previousFrame() -- stop current sequence, if any, and reset to defaults Runtime:removeEventListener( "enterFrame", self ) inSequence = false animFrames[currentFrame].isVisible = false currentFrame = currentFrame - 1 if ( currentFrame < 1 ) then currentFrame = #animFrames end animFrames[currentFrame].isVisible = true end function g:currentFrame() return currentFrame end function g:totalFrames() return totalFrames end function g:stop() Runtime:removeEventListener( "enterFrame", self ) end function g:stopAtFrame(label) -- This works for either numerical indices or optional text labels if (type(label) == "number") then Runtime:removeEventListener( "enterFrame", self ) animFrames[currentFrame].isVisible = false currentFrame = label animFrames[currentFrame].isVisible = true elseif (type(label) == "string") then for k, v in next, animLabels do if (v == label) then Runtime:removeEventListener( "enterFrame", self ) animFrames[currentFrame].isVisible = false currentFrame = k animFrames[currentFrame].isVisible = true end end end end function g:playAtFrame(label) -- This works for either numerical indices or optional text labels if (type(label) == "number") then Runtime:removeEventListener( "enterFrame", self ) animFrames[currentFrame].isVisible = false currentFrame = label animFrames[currentFrame].isVisible = true elseif (type(label) == "string") then for k, v in next, animLabels do if (v == label) then Runtime:removeEventListener( "enterFrame", self ) animFrames[currentFrame].isVisible = false currentFrame = k animFrames[currentFrame].isVisible = true end end end self.repeatFunction = nextFrame Runtime:addEventListener( "enterFrame", self ) end function g:setDrag( params ) if ( params ) then if params.drag == true then limitX = (params.limitX == true) limitY = (params.limitY == true) transpose = (params.transpose == true) dragBounds = nil if ( params.onPress and ( type(params.onPress) == "function" ) ) then g._onPress = params.onPress end if ( params.onDrag and ( type(params.onDrag) == "function" ) ) then g._onDrag = params.onDrag end if ( params.onRelease and ( type(params.onRelease) == "function" ) ) then g._onRelease = params.onRelease end if ( params.bounds and ( type(params.bounds) == "table" ) ) then dragBounds = params.bounds dragLeft = dragBounds[1] dragTop = dragBounds[2] dragWidth = dragBounds[3] dragHeight = dragBounds[4] end g.touch = dragMe g:addEventListener( "touch", g ) else g:removeEventListener( "touch", g ) dragBounds = nil end end end -- Optional function to assign text labels to frames function g:setLabels(labelTable) for k, v in next, labelTable do if (type(k) == "string") then animLabels[v] = k end end end -- Return instance of anim return g end |
file ui.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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 | --load ui.lua module(..., package.seeall) ----------------- -- Helper function for newButton utility function below local function newButtonHandler( self, event ) local result = true local default = self[1] local over = self[2] -- General "onEvent" function overrides onPress and onRelease, if present local onEvent = self._onEvent local onPress = self._onPress local onRelease = self._onRelease local buttonEvent = {} if (self._id) then buttonEvent.id = self._id end local phase = event.phase if "began" == phase then if over then default.isVisible = false over.isVisible = true end if onEvent then buttonEvent.phase = "press" result = onEvent( buttonEvent ) elseif onPress then result = onPress( event ) end -- Subsequent touch events will target button even if they are outside the stageBounds of button display.getCurrentStage():setFocus( self, event.id ) self.isFocus = true elseif self.isFocus then local bounds = self.stageBounds local x,y = event.x,event.y local isWithinBounds = bounds.xMin <= x and bounds.xMax >= x and bounds.yMin <= y and bounds.yMax >= y if "moved" == phase then if over then -- The rollover image should only be visible while the finger is within button's stageBounds default.isVisible = not isWithinBounds over.isVisible = isWithinBounds end elseif "ended" == phase or "cancelled" == phase then if over then default.isVisible = true over.isVisible = false end if "ended" == phase then -- Only consider this a "click" if the user lifts their finger inside button's stageBounds if isWithinBounds then if onEvent then buttonEvent.phase = "release" result = onEvent( buttonEvent ) elseif onRelease then result = onRelease( event ) end end end -- Allow touch events to be sent normally to the objects they "hit" display.getCurrentStage():setFocus( self, nil ) self.isFocus = false end end return result end --------------- -- Button class function newButton( params ) local button, defaultSrc , defaultX , defaultY , overSrc , overX , overY , size, font, textColor, offset if params.defaultSrc then button = display.newGroup() default = display.newImageRect ( params.defaultSrc , params.defaultX , params.defaultY ) button:insert( default, true ) end if params.overSrc then over = display.newImageRect ( params.overSrc , params.overX , params.overY ) over.isVisible = false button:insert( over, true ) end -- Public methods function button:setText( newText ) local labelText = self.text if ( labelText ) then labelText:removeSelf() self.text = nil end local labelShadow = self.shadow if ( labelShadow ) then labelShadow:removeSelf() self.shadow = nil end local labelHighlight = self.highlight if ( labelHighlight ) then labelHighlight:removeSelf() self.highlight = nil end if ( params.size and type(params.size) == "number" ) then size=params.size else size=20 end if ( params.font ) then font=params.font else font=native.systemFontBold end if ( params.textColor ) then textColor=params.textColor else textColor={ 255, 255, 255, 255 } end size = size * 2 -- Optional vertical correction for fonts with unusual baselines (I'm looking at you, Zapfino) if ( params.offset and type(params.offset) == "number" ) then offset=params.offset else offset = 0 end if ( params.emboss ) then -- Make the label text look "embossed" (also adjusts effect for textColor brightness) local textBrightness = ( textColor[1] + textColor[2] + textColor[3] ) / 3 labelHighlight = display.newText( newText, 0, 0, font, size ) if ( textBrightness > 127) then labelHighlight:setTextColor( 255, 255, 255, 20 ) else labelHighlight:setTextColor( 255, 255, 255, 140 ) end button:insert( labelHighlight, true ) labelHighlight.x = labelHighlight.x + 1.5; labelHighlight.y = labelHighlight.y + 1.5 + offset self.highlight = labelHighlight labelShadow = display.newText( newText, 0, 0, font, size ) if ( textBrightness > 127) then labelShadow:setTextColor( 0, 0, 0, 128 ) else labelShadow:setTextColor( 0, 0, 0, 20 ) end button:insert( labelShadow, true ) labelShadow.x = labelShadow.x - 1; labelShadow.y = labelShadow.y - 1 + offset self.shadow = labelShadow labelHighlight.xScale = .5; labelHighlight.yScale = .5 labelShadow.xScale = .5; labelShadow.yScale = .5 end labelText = display.newText( newText, 0, 0, font, size ) labelText:setTextColor( textColor[1], textColor[2], textColor[3], textColor[4] ) button:insert( labelText, true ) labelText.y = labelText.y + offset self.text = labelText labelText.xScale = .5; labelText.yScale = .5 end if params.text then button:setText( params.text ) end if ( params.onPress and ( type(params.onPress) == "function" ) ) then button._onPress = params.onPress end if ( params.onRelease and ( type(params.onRelease) == "function" ) ) then button._onRelease = params.onRelease end if (params.onEvent and ( type(params.onEvent) == "function" ) ) then button._onEvent = params.onEvent end -- set button to active (meaning, can be pushed) button.isActive = true -- Set button as a table listener by setting a table method and adding the button as its own table listener for "touch" events button.touch = newButtonHandler button:addEventListener( "touch", button ) if params.x then button.x = params.x end if params.y then button.y = params.y end if params.id then button._id = params.id end return button end -------------- -- Label class function newLabel( params ) local labelText local size, font, textColor, align local t = display.newGroup() if ( params.bounds ) then local bounds = params.bounds local left = bounds[1] local top = bounds[2] local width = bounds[3] local height = bounds[4] if ( params.size and type(params.size) == "number" ) then size=params.size else size=20 end if ( params.font ) then font=params.font else font=native.systemFontBold end if ( params.textColor ) then textColor=params.textColor else textColor={ 255, 255, 255, 255 } end if ( params.offset and type(params.offset) == "number" ) then offset=params.offset else offset = 0 end if ( params.align ) then align = params.align else align = "center" end if ( params.text ) then labelText = display.newText( params.text, 0, 0, font, size ) labelText:setTextColor( textColor[1], textColor[2], textColor[3], textColor[4] ) t:insert( labelText ) -- TODO: handle no-initial-text case by creating a field with an empty string? if ( align == "left" ) then labelText.x = left + labelText.stageWidth * 0.5 elseif ( align == "right" ) then labelText.x = (left + width) - labelText.stageWidth * 0.5 else labelText.x = ((2 * left) + width) * 0.5 end end labelText.y = top + labelText.stageHeight * 0.5 -- Public methods function t:setText( newText ) if ( newText ) then labelText.text = newText if ( "left" == align ) then labelText.x = left + labelText.stageWidth / 2 elseif ( "right" == align ) then labelText.x = (left + width) - labelText.stageWidth / 2 else labelText.x = ((2 * left) + width) / 2 end end end function t:setTextColor( r, g, b, a ) local newR = 255 local newG = 255 local newB = 255 local newA = 255 if ( r and type(r) == "number" ) then newR = r end if ( g and type(g) == "number" ) then newG = g end if ( b and type(b) == "number" ) then newB = b end if ( a and type(a) == "number" ) then newA = a end labelText:setTextColor( r, g, b, a ) end end -- Return instance (as display group) return t end |
file build.settings
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | -- build.settings settings = { orientation = { default = "landscapeRight", content = "landscapeRight", supported = { "landscapeRight" }, }, iphone = { plist = { UIApplicationExitsOnSuspend = false }, } } |
Thanks have fun with corona
Um yeah...sorry no vote for you.