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gameOver.lua
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gameOver.lua
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local composer = require( "composer" )
local scene = composer.newScene()
--composer.recycleOnSceneChange = true
local function gotoTimerMenu()
timer.cancel(contadorDeTempoTimer)
timer.cancel(gameLoopTimer)
timer.cancel(fireTimer)
timer.cancel(movementTimer)
timer.cancel(oxiTimer)
composer.gotoScene("menu")
end
local larguraTela = display.contentWidth
local alturaTela = display.contentHeight
-- create()
function scene:create( event )
local sceneGroup = self.view
local centroX = display.contentCenterX
local centroY = display.contentCenterY
local background = display.newImageRect( sceneGroup, "imagens/bgs/back.png", larguraTela, alturaTela+450 )
background.x = centroX
background.y = centroY
local fimDeJogoImg = display.newImageRect( sceneGroup, "imagens/bgs/endgame.png", larguraTela/2 + larguraTela/5, alturaTela/3 )
fimDeJogoImg.x = centroX
fimDeJogoImg.y = alturaTela/4
local profundidadeTexto = display.newText(sceneGroup, "PROFUNDIDADE ATINGIDA", centroX, centroY + centroY/3, native.systemFont, 44)
local profundidadeTotal = display.newText(sceneGroup, profundidade, centroX, centroY + centroY/2, native.systemFont, 44)
local m = display.newText(sceneGroup, "m", profundidadeTotal.x + profundidadeTotal.contentWidth, centroY + centroY/2, native.systemFont, 44)
local timerExampleButtonMenu = display.newImageRect( sceneGroup, "imagens/botoes/backbtn.png", larguraTela/2 + larguraTela/5, alturaTela/9)
timerExampleButtonMenu.x = centroX
timerExampleButtonMenu.y = alturaTela
timerExampleButtonMenu:addEventListener("tap", gotoTimerMenu)
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
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
display.remove(sceneGroup)
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