fpv/source/libraries/noble/templates/SceneTemplate.lua
2024-06-01 16:52:11 +03:00

186 lines
4.3 KiB
Lua

--
-- SceneTemplate.lua
--
-- Use this as a starting point for your game's scenes.
-- Copy this file to your root "scenes" directory,
-- and rename it.
--
-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-- !!! Rename "SceneTemplate" to your scene's name in these first three lines. !!!
-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
SceneTemplate = {}
class("SceneTemplate").extends(NobleScene)
local scene = SceneTemplate
-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-- It is recommended that you declare, but don't yet define,
-- your scene-specific varibles and methods here. Use "local" where possible.
--
-- local variable1 = nil -- local variable
-- scene.variable2 = nil -- Scene variable.
-- When accessed outside this file use `SceneTemplate.variable2`.
-- ...
--
-- This is the background color of this scene.
scene.backgroundColor = Graphics.kColorWhite
-- This runs when your scene's object is created, which is the
-- first thing that happens when transitining away from another scene.
function scene:init()
scene.super.init(self)
-- variable1 = 100
-- SceneTemplate.variable2 = "string"
-- ...
-- Your code here
end
-- When transitioning from another scene, this runs as soon as this
-- scene needs to be visible (this moment depends on which transition type is used).
function scene:enter()
scene.super.enter(self)
-- Your code here
end
-- This runs once a transition from another scene is complete.
function scene:start()
scene.super.start(self)
-- Your code here
end
-- This runs once per frame.
function scene:update()
scene.super.update(self)
-- Your code here
end
-- This runs once per frame, and is meant for drawing code.
function scene:drawBackground()
scene.super.drawBackground(self)
-- Your code here
end
-- This runs as as soon as a transition to another scene begins.
function scene:exit()
scene.super.exit(self)
-- Your code here
end
-- This runs once a transition to another scene completes.
function scene:finish()
scene.super.finish(self)
-- Your code here
end
function scene:pause()
scene.super.pause(self)
-- Your code here
end
function scene:resume()
scene.super.resume(self)
-- Your code here
end
-- Define the inputHander for this scene here, or use a previously defined inputHandler.
-- scene.inputHandler = someOtherInputHandler
-- OR
scene.inputHandler = {
-- A button
--
AButtonDown = function() -- Runs once when button is pressed.
-- Your code here
end,
AButtonHold = function() -- Runs every frame while the player is holding button down.
-- Your code here
end,
AButtonHeld = function() -- Runs after button is held for 1 second.
-- Your code here
end,
AButtonUp = function() -- Runs once when button is released.
-- Your code here
end,
-- B button
--
BButtonDown = function()
-- Your code here
end,
BButtonHeld = function()
-- Your code here
end,
BButtonHold = function()
-- Your code here
end,
BButtonUp = function()
-- Your code here
end,
-- D-pad left
--
leftButtonDown = function()
-- Your code here
end,
leftButtonHold = function()
-- Your code here
end,
leftButtonUp = function()
-- Your code here
end,
-- D-pad right
--
rightButtonDown = function()
-- Your code here
end,
rightButtonHold = function()
-- Your code here
end,
rightButtonUp = function()
-- Your code here
end,
-- D-pad up
--
upButtonDown = function()
-- Your code here
end,
upButtonHold = function()
-- Your code here
end,
upButtonUp = function()
-- Your code here
end,
-- D-pad down
--
downButtonDown = function()
-- Your code here
end,
downButtonHold = function()
-- Your code here
end,
downButtonUp = function()
-- Your code here
end,
-- Crank
--
cranked = function(change, acceleratedChange) -- Runs when the crank is rotated. See Playdate SDK documentation for details.
-- Your code here
end,
crankDocked = function() -- Runs once when when crank is docked.
-- Your code here
end,
crankUndocked = function() -- Runs once when when crank is undocked.
-- Your code here
end
}