---------------------------------------------------------
--main.lua
---------------------------------------------------------
-- Hide the status bar.
display.setStatusBar(display.HiddenStatusBar)
-- 必須引入 controller module
local composer = require("composer")
-- 載入指定的頁面s1
composer.gotoScene( "s1", "fade", 400 )
---------------------------------------
--s1.lua
---------------------------------------
-- Hide the status bar.
display.setStatusBar(display.HiddenStatusBar)
local composer = require( "composer" )
--這裡也是重點之一,物件名稱要注意,像下列宣告scene,則最後一行的return 必須回傳scene
local scene_s1 = composer.newScene()
local function local function ButtonNext_Handle()
composer.gotoScene("s2","slideLeft", 800 )
end
local function ButtonApple_Handle()
a = display.newImage("apple1.png")
a.x=50
a.y=50
--將image的物件a放到sceneGroup,如果沒有這一行,換頁後image還會留在畫面上,不會清除
sceneGroup:insert(a)
end
function scene_s1:create()
--這裡必須宣告一個view,我個人覺得比較像是容器,往後所有的物件都要insert到sceneGroup,
--這樣換頁時,執行removeSence才會把所有包在容器的物件一併刪除
--另外self.view只能在Create Event中建立,所以不要加上local,讓它變成全域變數,
--ButtonApple_Handle中產生的物件才能加到sceneGroup容器中
sceneGroup = self.view
local ButtonNext = widget.newButton
{
label = "TEST",
labelColor = { default={ 0, 0, 0 } },
fontSize = 20,
onEvent = ButtonNext_Handle,
emboss = false,
--properties for a rounded rectangle button...
shape="roundedRect",
width = 100,
height = 50,
cornerRadius = 10,
fillColor = { default={ 0.8, 0.1, 0.4, 1 }, over={ 1, 0.1, 0.7, 0.4 } }
}
ButtonNext.x = 150
ButtonNext.y = 50
local ButtonApple = widget.newButton
{
label = "apple",
labelColor = { default={ 0, 0, 0 } },
fontSize = 20,
onEvent = ButtonApple_Handle,
emboss = false,
--properties for a rounded rectangle button...
shape="roundedRect",
width = 100,
height = 50,
cornerRadius = 10,
fillColor = { default={ 0.8, 0.1, 0.4, 1 }, over={ 1, 0.1, 0.7, 0.4 } }
}
ButtonApple.x = 250
ButtonApple.y = 50
--把物件都加到sceneGroup,如果沒有加入的物件在換頁時不會被清除
sceneGroup:insert(ButtonApple)
sceneGroup:insert(ButtonNext)
end
--宣告S1 Create Event
scene_s1:addEventListener( "create", scene_s1)
--最後一行是重點,必須回傳名稱scene_s1(因為上面宣告scene_s1),這樣才能正確識別Screne Name
return scene_s1
---------------------------------------
--s2.lua
---------------------------------------
-- Hide the status bar.
display.setStatusBar(display.HiddenStatusBar)
local composer = require( "composer" )
local scene_s2 = composer.newScene()
function scene_s2:show()
--移除s1的頁面
composer.removeScene("s1")
end
--宣告S1 Create Event
scene_s2:addEventListener( "show", scene_s2)
--最後一行是重點,必須回傳名稱scene_s2(因為上面宣告scene_s2),這樣才能正確識別Screne Name
return scene_s2
--main.lua
---------------------------------------------------------
-- Hide the status bar.
display.setStatusBar(display.HiddenStatusBar)
-- 必須引入 controller module
local composer = require("composer")
-- 載入指定的頁面s1
composer.gotoScene( "s1", "fade", 400 )
---------------------------------------
--s1.lua
---------------------------------------
-- Hide the status bar.
display.setStatusBar(display.HiddenStatusBar)
local composer = require( "composer" )
--這裡也是重點之一,物件名稱要注意,像下列宣告scene,則最後一行的return 必須回傳scene
local scene_s1 = composer.newScene()
local function local function ButtonNext_Handle()
composer.gotoScene("s2","slideLeft", 800 )
end
local function ButtonApple_Handle()
a = display.newImage("apple1.png")
a.x=50
a.y=50
--將image的物件a放到sceneGroup,如果沒有這一行,換頁後image還會留在畫面上,不會清除
sceneGroup:insert(a)
end
function scene_s1:create()
--這裡必須宣告一個view,我個人覺得比較像是容器,往後所有的物件都要insert到sceneGroup,
--這樣換頁時,執行removeSence才會把所有包在容器的物件一併刪除
--另外self.view只能在Create Event中建立,所以不要加上local,讓它變成全域變數,
--ButtonApple_Handle中產生的物件才能加到sceneGroup容器中
sceneGroup = self.view
local ButtonNext = widget.newButton
{
label = "TEST",
labelColor = { default={ 0, 0, 0 } },
fontSize = 20,
onEvent = ButtonNext_Handle,
emboss = false,
--properties for a rounded rectangle button...
shape="roundedRect",
width = 100,
height = 50,
cornerRadius = 10,
fillColor = { default={ 0.8, 0.1, 0.4, 1 }, over={ 1, 0.1, 0.7, 0.4 } }
}
ButtonNext.x = 150
ButtonNext.y = 50
local ButtonApple = widget.newButton
{
label = "apple",
labelColor = { default={ 0, 0, 0 } },
fontSize = 20,
onEvent = ButtonApple_Handle,
emboss = false,
--properties for a rounded rectangle button...
shape="roundedRect",
width = 100,
height = 50,
cornerRadius = 10,
fillColor = { default={ 0.8, 0.1, 0.4, 1 }, over={ 1, 0.1, 0.7, 0.4 } }
}
ButtonApple.x = 250
ButtonApple.y = 50
--把物件都加到sceneGroup,如果沒有加入的物件在換頁時不會被清除
sceneGroup:insert(ButtonApple)
sceneGroup:insert(ButtonNext)
end
--宣告S1 Create Event
scene_s1:addEventListener( "create", scene_s1)
--最後一行是重點,必須回傳名稱scene_s1(因為上面宣告scene_s1),這樣才能正確識別Screne Name
return scene_s1
---------------------------------------
--s2.lua
---------------------------------------
-- Hide the status bar.
display.setStatusBar(display.HiddenStatusBar)
local composer = require( "composer" )
local scene_s2 = composer.newScene()
function scene_s2:show()
--移除s1的頁面
composer.removeScene("s1")
end
--宣告S1 Create Event
scene_s2:addEventListener( "show", scene_s2)
--最後一行是重點,必須回傳名稱scene_s2(因為上面宣告scene_s2),這樣才能正確識別Screne Name
return scene_s2