SceneManager
Supported platforms:
Available since: 2020.2
Inherits from: Sprite
Description
An easy way to manage scenes with transitions.
Note: works in pair with the Easing plugin
First you need to add the plugin to your project: right click Plugins -> Add plugin -> SceneManager (please do the same for the Easing plugin).
Then you need to require the plugins:
require "scenemanager"
require "easing"
Declaring and Changing Scenes
In your main.lua file
require "scenemanager"
require "easing"
scenemanager = SceneManager.new(
{
["menu"] = Menu,
["level01"] = Level01,
-- ...
}
)
stage:addChild(scenemanager)
-- from app start to menu
scenemanager:changeScene("menu")
The scene manager is set up.
A Scene Class
You can create all your scenes as you please. For example, you can create a folder called "scenes" and create a file for each scenes ("menu.lua", "level01.lua", ...).
Below is what a scene class may look like (feel free to copy paste it):
Menu = Core.class(Sprite)
function Menu:init()
-- bg
application:setBackgroundColor(0x1234AA)
--...
-- listeners
self:addEventListener("enterBegin", self.onTransitionInBegin, self)
self:addEventListener("enterEnd", self.onTransitionInEnd, self)
self:addEventListener("exitBegin", self.onTransitionOutBegin, self)
self:addEventListener("exitEnd", self.onTransitionOutEnd, self)
end
-- game loop
function Menu:onEnterFrame(e)
end
-- event listeners
function Menu:onTransitionInBegin()
self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
end
function Menu:onTransitionInEnd()
self:myKeysPressed()
end
function Menu:onTransitionOutBegin()
self:removeEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
end
function Menu:onTransitionOutEnd()
end
-- keys handler
function Menu:myKeysPressed()
self:addEventListener(Event.KEY_DOWN, function(e)
if e.keyCode == KeyCode.BACK or e.keyCode == KeyCode.ESC then -- for mobiles and desktops
application:exit()
elseif e.keyCode == KeyCode.ENTER then
scenemanager:changeScene("level01", 1, SceneManager.moveFromLeft, easing.outBack)
-- scenemanager:changeScene("level01", 1, transitions[2], easings[2]) -- nicer
end
end)
end
Transitions and Easings table (optional)
A nicer way to apply effects for scene transitions is to store them in tables. In your main.lua you can add at the bottom those tables:
transitions = {
SceneManager.moveFromRight, -- 1
SceneManager.moveFromLeft, -- 2
SceneManager.moveFromBottom, -- 3
SceneManager.moveFromTop, -- 4
SceneManager.moveFromRightWithFade, -- 5
SceneManager.moveFromLeftWithFade, -- 6
SceneManager.moveFromBottomWithFade, -- 7
SceneManager.moveFromTopWithFade, -- 8
SceneManager.overFromRight, -- 9
SceneManager.overFromLeft, -- 10
SceneManager.overFromBottom, -- 11
SceneManager.overFromTop, -- 12
SceneManager.overFromRightWithFade, -- 13
SceneManager.overFromLeftWithFade, -- 14
SceneManager.overFromBottomWithFade, -- 15
SceneManager.overFromTopWithFade, -- 16
SceneManager.fade, -- 17
SceneManager.crossFade, -- 18
SceneManager.flip, -- 19
SceneManager.flipWithFade, -- 20
SceneManager.flipWithShade, -- 21
}
easings = {
easing.inBack, -- 1
easing.outBack, -- 2
easing.inOutBack, -- 3
easing.inBounce, -- 4
easing.outBounce, -- 5
easing.inOutBounce, -- 6
easing.inCircular, -- 7
easing.outCircular, -- 8
easing.inOutCircular, -- 9
easing.inCubic, -- 10
easing.outCubic, -- 11
easing.inOutCubic, -- 12
easing.inElastic, -- 13
easing.outElastic, -- 14
easing.inOutElastic, -- 15
easing.inExponential, -- 16
easing.outExponential, -- 17
easing.inOutExponential, -- 18
easing.linear, -- 19
easing.inQuadratic, -- 20
easing.outQuadratic, -- 21
easing.inOutQuadratic, -- 22
easing.inQuartic, -- 23
easing.outQuartic, -- 24
easing.inOutQuartic, -- 25
easing.inQuintic, -- 26
easing.outQuintic, -- 27
easing.inOutQuintic, -- 28
easing.inSine, -- 29
easing.outSine, -- 30
easing.inOutSine, -- 31
}
See also
MethodsSceneManager.new creates a new SceneManager object SceneManager:changeScene transitions to a scene |
Events"enterBegin" Scene is being entered ConstantsSceneManager.moveFromRight Move from the right |