Difference between revisions of "Scene Management"

From GiderosMobile
m (updated gideros.class(Sprite) as Core.class(Sprite))
m (Text replacement - "<source" to "<syntaxhighlight")
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== Scene Manager Usage Overview ==
 
== Scene Manager Usage Overview ==
 
Create a class for each of your scenes (and preferably put them into separate .lua files):
 
Create a class for each of your scenes (and preferably put them into separate .lua files):
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
Menu = Core.class(Sprite)
 
Menu = Core.class(Sprite)
 
Game = Core.class(Sprite)
 
Game = Core.class(Sprite)
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Create a SceneManager instance passing a table with scene names as keys and your classes as values:
 
Create a SceneManager instance passing a table with scene names as keys and your classes as values:
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
local sceneManager = SceneManager.new{
 
local sceneManager = SceneManager.new{
 
   ["menu"] = Menu,
 
   ["menu"] = Menu,
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Change between scenes with function SceneManager:changeScene(sceneName, duration, transition, ease) like so:
 
Change between scenes with function SceneManager:changeScene(sceneName, duration, transition, ease) like so:
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
sceneManager:changeScene("game", 1, SceneManager.moveFromTop, easing.linear)
 
sceneManager:changeScene("game", 1, SceneManager.moveFromTop, easing.linear)
 
</source>
 
</source>
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The following code shows an example scene (“MyScene”) and how you might use the “enterEnd” and “exitBegin” events:
 
The following code shows an example scene (“MyScene”) and how you might use the “enterEnd” and “exitBegin” events:
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
MyScene = Core.class(Sprite)
 
MyScene = Core.class(Sprite)
 
function MyScene:init()
 
function MyScene:init()

Revision as of 15:30, 13 July 2023

The Ultimate Guide to Gideros Studio

Scene Management

Creating game flow and logic

Most applications and games have different scenes (e.g., menu, scoreboard, game levels, inventory, end-of-game, etc). A transition from one scene to another is usually started by user input or some other event. These transitions typically consist of the following steps:

   • Construct the new scene (e.g., load bitmaps, sprites, sounds)
   • Hide the original scene and show the new scene, often with some kind of special effect (e.g., crossfading)
   • Destroy the old scene


Luckily, a "Scene Manager" library is provided directly in Gideros. :-)

Scene Manager Usage Overview

Create a class for each of your scenes (and preferably put them into separate .lua files): <syntaxhighlight lang="lua"> Menu = Core.class(Sprite) Game = Core.class(Sprite) EndScene = Core.class(Sprite) </source>

Create a SceneManager instance passing a table with scene names as keys and your classes as values: <syntaxhighlight lang="lua"> local sceneManager = SceneManager.new{

  ["menu"] = Menu,
  ["game"] = Game,
  ["endScene"] = EndScene,

} stage:addChild(sceneManager) </source>

Change between scenes with function SceneManager:changeScene(sceneName, duration, transition, ease) like so: <syntaxhighlight lang="lua"> sceneManager:changeScene("game", 1, SceneManager.moveFromTop, easing.linear) </source>

SceneManager dispatches events as it makes the transition from one scene to another (enterBegin, enterEnd, exitBegin, exitEnd). You can register to listen for these events to begin/end your animations, clear your timers, save the scores, etc.

Built-in Transition Effects

The scene manager library defines the following transition effects: Move functions

   • SceneManager.moveFromLeft
   • SceneManager.moveFromRight
   • SceneManager.moveFromBottom
   • SceneManager.moveFromTop
   • SceneManager.moveFromLeftWithFade
   • SceneManager.moveFromRightWithFade
   • SceneManager.moveFromBottomWithFade
   • SceneManager.moveFromTopWithFade

Overlay functions

   • SceneManager.overFromLeft
   • SceneManager.overFromRight
   • SceneManager.overFromBottom
   • SceneManager.overFromTop
   • SceneManager.overFromLeftWithFade
   • SceneManager.overFromRightWithFade
   • SceneManager.overFromBottomWithFade
   • SceneManager.overFromTopWithFade

Fade & flip functions

   • SceneManager.fade
   • SceneManager.crossFade
   • SceneManager.flip
   • SceneManager.flipWithFade
   • SceneManager.flipWithShade

Transition Events

The scene manager dispatches the following four events:

   • enterBegin: Dispatched when your new scene is about to enter the stage. You can initialize your variables here.
   • enterEnd: Dispatched after the transition of new scene has ended. Mostly, you add listeners and start your logic here.
   • exitBegin: Dispatched when your current scene is about to leave the stage. You can remove listeners and stop timers here.
   • exitEnd: Dispatched after your current scene has left the stage.

The following code shows an example scene (“MyScene”) and how you might use the “enterEnd” and “exitBegin” events: <syntaxhighlight lang="lua"> MyScene = Core.class(Sprite) function MyScene:init() self:addEventListener("enterEnd", self.onEnterEnd, self) self:addEventListener("exitBegin", self.onExitBegin, self) end function MyScene:onEnterEnd() self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self) -- create your timers -- also you can add your player sprite -- and so on... end function MyScene:onExitBegin() self:removeEventListener(Event.ENTER_FRAME, self.onEnterFrame, self) -- stop your timers -- save score -- and so on... end </source>


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