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 | -- Handler that gets notified when the alert closes local function onComplete( event ) print( "index => ".. event.index .. " action => " .. event.action ) local action = event.action if "clicked" == event.action then if 2 == event.index then -- Open url if "Learn More" was clicked by the user system.openURL( "http://developer.anscamobile.com" ) end elseif "cancelled" == event.action then -- our cancelAlert timer function dismissed the alert so do nothing end end -- Show alert local alert = native.showAlert( "Corona", "Dream. Build. Ship.", { "OK", "Learn More" }, onComplete ) -- Dismisses alert after 10 seconds local function cancelAlert() native.cancelAlert( alert ) end timer.performWithDelay( 10000, cancelAlert ) -------------------------------------------------------------------------------- -- Below is a simplified version of the Fishies sample code. -- It's here just to show you that animation continues -- when the native alert is displayed. -------------------------------------------------------------------------------- -- Seed randomizer local seed = os.time(); math.randomseed( seed ) -- Background local halfW = display.contentWidth / 2 local halfH = display.contentHeight / 2 local backgroundPortrait = display.newImage( "aquariumbackgroundIPhone.jpg", 0, 0 ) -- Fishies local numFish = 10 local file1 = "fish.small.red.png" local file2 = "fish.small.blue.png" -- Define touch listener for fish so that fish can behave like buttons. -- The listener will receive an 'event' argument containing a "target" property -- corresponding to the object that was the target of the interaction. -- This eliminates closure overhead (i.e. the need to reference non-local variables ) local buttonListener = function( event ) local group = event.target -- tap only triggers change from original to different color local topObject = group[1] if ( topObject.isVisible ) then local bottomObject = group[2] -- Dissolve to bottomObject (different color) transition.dissolve( topObject, bottomObject, 500 ) -- Restore after some random delay transition.dissolve( bottomObject, topObject, 500, math.random( 3000, 10000 ) ) end -- we handled it so return true to stop propagation return true end -- Create a table to store all the fish and register this table as the -- "enterFrame" listener to animate all the fish. local bounceAnimation = { container = display.getCurrentStage(), reflectX = true, } -- Add fish to the screen for i=1,numFish do -- create group which will represent our fish, storing both images (file1 and file2) local group = display.newGroup() local fishOriginal = display.newImage( file1 ) group:insert( fishOriginal, true ) -- accessed in buttonListener as group[1] local fishDifferent = display.newImage( file2 ) group:insert( fishDifferent, true ) -- accessed in buttonListener as group[2] fishDifferent.isVisible = false -- make file2 invisible -- move to random position in a 200x200 region in the middle of the screen group:translate( halfW + math.random( -100, 100 ), halfH + math.random( -100, 100 ) ) -- connect buttonListener. touching the fish will cause it to change to file2's image group:addEventListener( "touch", buttonListener ) -- assign each fish a random velocity group.vx = math.random( 1, 5 ) group.vy = math.random( -2, 2 ) -- add fish to animation group so that it will bounce bounceAnimation[ #bounceAnimation + 1 ] = group end -- Function to animate all the fish function bounceAnimation:enterFrame( event ) local container = self.container local containerBounds = container.stageBounds local xMin = containerBounds.xMin local xMax = containerBounds.xMax local yMin = containerBounds.yMin local yMax = containerBounds.yMax local reflectX = nil ~= self.reflectX local reflectY = nil ~= self.reflectY -- the fish groups are stored in integer arrays, so iterate through all the -- integer arrays for i,v in ipairs( self ) do local object = v -- the display object to animate, e.g. the fish group local vx = object.vx local vy = object.vy -- TODO: for now, time is measured in frames instead of seconds... local dx = vx local dy = vy local bounds = object.stageBounds local flipX = false local flipY = false if (bounds.xMax + dx) > xMax then flipX = true dx = xMax - bounds.xMax elseif (bounds.xMin + dx) < xMin then flipX = true dx = xMin - bounds.xMin end if (bounds.yMax + dy) > yMax then flipY = true dy = yMax - bounds.yMax elseif (bounds.yMin + dy) < yMin then flipY = true dy = yMin - bounds.yMin end if ( flipX ) then object.vx = -object.vx if ( reflectX ) then object:scale( -1, 1 ) end end if ( flipY ) then object.vy = -object.vy if ( reflectY ) then object:scale( 1, -1 ) end end object:translate( dx, dy ) end end Runtime:addEventListener( "enterFrame", bounceAnimation ); |