SceneTemplate.lua

--
-- SceneTemplate.lua
--
-- Use this as a starting point for your game's scenes.
-- Copy this file into your project's "scenes" directory,
-- and then 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 variables and methods here. Use "local" where possible.
--
-- Examples:
--
-- local variable1 = nil
-- "Private" variable. It can only be accessed within this file.
--
-- scene.variable2 = nil
-- "Public" variable.
-- When accessed outside this file, call it using SceneTemplate.variable2.
-- When accessed inside a method in this file, you may also use self.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 transitioning away from another scene.
-- Properties passed into this scene via Noble.transition or Noble.new
-- should be handled here.
function scene:init(__sceneProperties)
	scene.super.init(self)

	-- Your code here, e.g.:

	-- Global.thing = 100
	-- variable1 = "some text"
	-- self.variable2 = __sceneProperties.variable2
	-- ...

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).
-- This is also the point where this scene becomes the 'currentScene' according to
-- Noble Engine, and its update loop will begin executing on every frame.
function scene:enter()
	scene.super.enter(self)
	-- Your code here
end

-- This runs once a transition from another scene is complete.
-- This scene's input handler will be enabled at this point and
-- The player will be able to interact with the scene.
-- Use this method to begin this scene's game logic.
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 inputHandler 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
}
Noble Engine by Mark LaCroix, Noble Robot Documentation created using LDoc 1.5.0.