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page1.lua
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294 lines (218 loc) · 9.07 KB
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--requires
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local sync = require ("scripts.soundTextSync")
local perspective=require("scripts.perspective")
local camera=perspective.createView()
local myData = require( "scripts.myData" )
local myEvents = require( "scripts.myEvents" )
----------------------------------------------------------------------------------
--
-- NOTE:
--
-- Code outside of listener functions (below) will only be executed once,
-- unless storyboard.removeScene() is called.
--
---------------------------------------------------------------------------------
-- local forward references should go here --
local pageNumber = 1
local audioFile = "audio/pageA.wav"
local backgroundFile = "images/A.jpg"
local voice = {
{start=0.174150, out=0.702404, name="Two", newline=false},
{start=0.737234, out=1.387392, name="little", newline=false},
{start=1.480272, out=1.880816, name="kittens,", newline=true},
{start=1.956281, out=2.159456, name="one", newline=false},
{start=2.159456, out=2.763175, name="stormy", newline=false},
{start=2.763175, out=3.159456, name="night,", newline=true},
}
local w = display.contentWidth
local h = display.contentHeight
local imgScale = 1
local blackText = {}
local redText = {}
local textX = 50
local textY = 50
local buttonX = textX - 30
local buttonY = textY + 8
local background
local playBlackText1 = {}
local playRedText1 = {}
local playBlackText2 = {}
local playRedText2 = {}
local playBlackButton1
local playRedButton1
local playBlackButton2
local playRedButton2
local blackButton
local redButton
---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- Called when the scene's view does not exist:
function scene:createScene( event )
-----------------------------------------------------------------------------
-- CREATE display objects and add them to 'group' here.
-- Example use-case: Restore 'group' from previously saved state.
-----------------------------------------------------------------------------
local screenGroup = self.view
--background
background = display.newRect( 0, 0, w, h )
background:setFillColor( 255, 255, 255 )
screenGroup:insert(background)
--images
local myImg = display.newImage(backgroundFile)
myImg:setReferencePoint(display.TopRightReferencePoint)
myImg:setReferencePoint(display.TopRightReferencePoint)
myImg:scale(imgScale, imgScale)
myImg.x = w*0.95
myImg.y = h*0.08
--buttons
redButton = sync.displayButton{x=buttonX, y=buttonY, w=20, h=20,color={255,0,0}}
blackButton = sync.displayButton{x=buttonX, y=buttonY, w=20,h=20,color={0,0,0}}
--text
blackText = sync.displayText{x= textX,y=textY,color={0,0,0},alpha=1,addListner=true, voiceData=voice}
redText = sync.displayText{x= textX,y=textY,color={255,0,0},alpha=0, voiceData=voice}
-- add display objects to camera display group
camera:add(myImg, 2, false)
camera:add(redButton, 2, false)
camera:add(blackButton, 2, false)
for i = 1, #blackText do
camera:add(blackText[i], 2, false)
end
for i = 1, #redText do
camera:add(redText[i], 2, false)
end
-- add camera display group to screenGroup
screenGroup:insert(camera)
end
local function AutoplayListener( event )
myEvents.nextPage()
end
local function zoomOutListener( event )
camera:pointAndZoom(w/2, h/2, 1, 2000, function() print("Point and Zoom") end, nil)
end
function pressPlay ()
playBlackText1, playRedText1, playBlackText2, playRedText2 = sync.saySentence(voice, blackText, redText)
playBlackButton1, playRedButton1, playBlackButton2, playRedButton2 = sync.animateBtn(blackButton, redButton)
sync.playAudio(audioFile)
end
-- Called BEFORE scene has moved onscreen:
function scene:willEnterScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- This event requires build 2012.782 or later.
-----------------------------------------------------------------------------
myData.currentPage = pageNumber
-- begin listening for screen touches
Runtime:addEventListener( "touch", myEvents.onScreenTouch )
blackButton:addEventListener( "tap", pressPlay )
-- point camera
-- point to top left
camera:pointAndZoom(w*0.5, h*0.65, 2, 0, nil, nil)
-- point to bottom left
-- camera:pointAndZoom(w*0.5, h*1.4, 2, 0, nil, nil)
if myData.readMode == "readMyself" then
--zoomOut
end
if myData.readMode == "readToMe" then
pressPlay()
--zoomOut
zoomOutTimer = timer.performWithDelay( 5000, zoomOutListener )
end
if myData.readMode == "autoplay" then
pressPlay()
--start turnPageTimer
turnPageTimer = timer.performWithDelay( 10000, AutoplayListener )
--zoomOut
zoomOutTimer = timer.performWithDelay( 5000, zoomOutListener )
end
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- INSERT code here (e.g. start timers, load audio, start listeners, etc.)
-----------------------------------------------------------------------------
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)
-----------------------------------------------------------------------------
blackButton:removeEventListener( "tap", pressPlay )
Runtime:removeEventListener( "touch", myEvents.onScreenTouch )
sync.stopNBC()
for i = 1,#playBlackText1 do
transition.cancel(playBlackText1[i])
transition.cancel(playRedText1[i])
transition.cancel(playBlackText2[i])
transition.cancel(playRedText2[i])
blackText[i].alpha = 1
redText[i].alpha = 0
--Rectangles[i].x = 0+25
end
transition.cancel(playBlackButton1)
transition.cancel(playRedButton1)
transition.cancel(playBlackButton2)
transition.cancel(playRedButton2)
blackButton.alpha = 1
redButton.alpha = 0
if (myData.readMode=="autoplay")then
sync.stopTimer()
end
end
-- Called AFTER scene has finished moving offscreen:
function scene:didExitScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- This event requires build 2012.782 or later.
-----------------------------------------------------------------------------
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- INSERT code here (e.g. remove listeners, widgets, save state, etc.)
-----------------------------------------------------------------------------
end
-- Called if/when overlay scene is displayed via storyboard.showOverlay()
function scene:overlayBegan( event )
local group = self.view
local overlay_name = event.sceneName -- name of the overlay scene
-----------------------------------------------------------------------------
-- This event requires build 2012.797 or later.
-----------------------------------------------------------------------------
end
-- Called if/when overlay scene is hidden/removed via storyboard.hideOverlay()
function scene:overlayEnded( event )
local group = self.view
local overlay_name = event.sceneName -- name of the overlay scene
-----------------------------------------------------------------------------
-- This event requires build 2012.797 or later.
-----------------------------------------------------------------------------
end
---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
-- "willEnterScene" event is dispatched before scene transition begins
scene:addEventListener( "willEnterScene", scene )
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "didExitScene" event is dispatched after scene has finished transitioning out
scene:addEventListener( "didExitScene", scene )
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )
-- "overlayBegan" event is dispatched when an overlay scene is shown
scene:addEventListener( "overlayBegan", scene )
-- "overlayEnded" event is dispatched when an overlay scene is hidden/removed
scene:addEventListener( "overlayEnded", scene )
---------------------------------------------------------------------------------
return scene