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uiEndScreen.lua
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----------------------------------
-- THE BIG 3 VIDEO GAME ---
-- [email protected] ---
----------------------------------
-- Script UI for the player result (current score, high score, etc)
local myScene = nil
local bTransition = nil
require( "fileStorage" )
local leftEdge = 0 - ( ( display.actualContentHeight - display.contentWidth ) / 2 )
local rightEdge = display.contentWidth + ( ( display.actualContentHeight - display.contentWidth ) / 2 )
local bottomEdge = display.contentHeight + ( ( display.actualContentWidth - display.contentHeight ) / 2 )
local topEdge = 0 - ( ( display.actualContentWidth - display.contentHeight ) / 2 )
local perryLeaderboard = "perryHighScore"
local moleLeaderboard = "moleHighScore"
local donLeaderboard = "donHighScore"
local overallLeaderboard = "overallHighScore"
if ( system.getInfo("platformName") == "Android" ) then
perryLeaderboard = "CgkIhf7UyIMOEAIQAA"
moleLeaderboard = "CgkIhf7UyIMOEAIQAQ"
donLeaderboard = "CgkIhf7UyIMOEAIQAg"
overallLeaderboard = "CgkIhf7UyIMOEAIQAw"
end
local function goToMenu()
if( bTransition ) then
return
end
bTransition = true
save(true)
uiTransition:execute( "menu" )
end
local function goToPieTime()
if( bTransition ) then
return
end
bTransition = true
uiTransition:execute( "perryPieTime" )
end
local function goWhoDatLady()
if( bTransition ) then
return
end
bTransition = true
uiTransition:execute( "whoDatLady" )
end
local function goToJokeyTime()
if( bTransition ) then
return
end
bTransition = true
uiTransition:execute( "jokeyTime" )
end
local function viewCredits()
if( bTransition ) then
return
end
bTransition = true
uiTransition:execute( "gameCredits" )
end
local function setCreditsButton(scene, scoreText )
display.setDefault( "magTextureFilter", "nearest" )
display.setDefault( "minTextureFilter", "nearest" )
scene.creditsButton = display.newImageRect( "images/badge-credits.png", 210, 45 )
scene.uiEndScreenDisplayGroup:insert(scene.creditsButton )
scene.creditsButton.x = display.contentCenterX
scene.creditsButton.y = scene.uiEndScreenBadge.y + 70
scene.creditsButton:addEventListener("tap", viewCredits)
scene.replayButton = display.newImageRect( "images/badge-replay.png", 210, 19 )
scene.uiEndScreenDisplayGroup:insert( scene.replayButton )
scene.replayButton.x = scene.creditsButton.x
scene.replayButton.y = scene.creditsButton.y - 35
scene.replayButton:addEventListener("tap", goToMenu)
local scoreTransition = transition.to( scoreText, { time=250, delay=0, y=scoreText.y - 35, transition=easing.outExpo } )
end
local function showHighScore(scene,scoreText,accuracyText,func)
local data = loadTable()
local timeToWait = 4000
local bPlayBonus = false
local bShowCredits = false
if( data.bPlayedPerry and data.bPlayedMole and data.bPlayedDon ) then
local achievement = "CgkIhf7UyIMOEAIQBg"
if ( system.getInfo("platformName") == "iPhone OS" ) then
achievement = "big3"
end
gameNetwork.request( "unlockAchievement", { achievement = { identifier=achievement, percentComplete=100, showsCompletionBanner=true } } )
end
if( not accuracyText ) then
bShowCredits = true
local options =
{
--parent = textGroup,
text = "",
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y + 50,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 10,
align = "center" --new alignment parameter
}
accuracyText = display.newText( options )
accuracyText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(accuracyText )
else
bPlayBonus = true
end
--storyboard.state.score = data.highScore + 1
if( storyboard.state.score > data.highScore ) then
if( not storyboard.state.bHighScoreShown ) then
scoreText.y = scene.uiEndScreenBadge.y + 5
if( gameNetwork ) then
gameNetwork.request( "setHighScore",
{
localPlayerScore = { category=overallLeaderboard, value=data.highScore },
})
end
if( data.highScore > 0 ) then
storyboard.state.bHighScoreShown = true
data.highScore = storyboard.state.score
accuracyText.text = "NEW HIGH SCORE!!!\n#itaintquittin"
timeToWait = 6500
display.setDefault( "magTextureFilter", "nearest" )
display.setDefault( "minTextureFilter", "nearest" )
local img = "images/maryJane1.png"
if( scene:getSelectedCharacter() == "perry" ) then
img = "images/maryJane2.png"
end
scene.maryJane = display.newImageRect( img, 417, 320 )
local playMusic = function()
local music = audio.loadSound( "sounds/highScore.wav" )
audio.play( music, { channel=2 } )
audio.setVolume( 1, { channel=2 } )
end
local playVoice = function()
local voice = nil
audio.setVolume( 1, { channel=3 } )
if( math.random(3)==1 ) then
voice = audio.loadSound( "sounds/voice-maryJaneScore2.wav" )
else
voice = audio.loadSound( "sounds/voice-maryJaneScore1.wav" )
end
audio.play( voice, { channel=4 } )
end
timer.performWithDelay( 500, playMusic )
timer.performWithDelay( 1000+math.random(500), playVoice )
scene.maryJane.anchorX = 0.5
scene.maryJane.anchorY = 1
scene.maryJane.x = display.contentCenterX + 500
scene.maryJane.y = display.contentHeight + ( ( display.actualContentHeight - display.contentHeight ) / 2 )
transition.to( scene.uiEndScreenDisplayGroup, { time=750, delay=500, y=display.contentCenterY, transition=easing.outExpo } )
transition.to( scene.uiEndScreenDisplayGroup, { time=750, delay=500, x=display.contentCenterX - 340, transition=easing.outExpo } )
transition.to( scene.maryJane, { time=300, delay=500, x=display.contentCenterX + 140, transition=easing.outExpo } )
else
storyboard.state.bHighScoreShown = true
end
save(true,data)
end
else
if( storyboard.state.character == "perry" ) then
if( storyboard.state.score > data.perryHighScore ) then
if( not storyboard.state.bHighScoreShown ) then
bShowCredits = false
storyboard.state.bHighScoreShown = true
if( data.perryHighScore > 0 ) then
accuracyText.text = "NEW PERRY HIGH SCORE!\nOLD SCORE: " .. tostring( data.perryHighScore )
timeToWait = 5000
end
end
data.perryHighScore = storyboard.state.score
if( gameNetwork ) then
gameNetwork.request( "setHighScore",
{
localPlayerScore = { category=perryLeaderboard, value=data.perryHighScore },
})
end
save(true,data)
end
elseif( storyboard.state.character == "mole" ) then
if( storyboard.state.score > data.moleHighScore ) then
if( not storyboard.state.bHighScoreShown ) then
bShowCredits = false
storyboard.state.bHighScoreShown = true
if( data.moleHighScore > 0 ) then
accuracyText.text = "NEW MOLE HIGH SCORE!\nOLD SCORE: " .. tostring( data.moleHighScore )
timeToWait = 5000
end
end
data.moleHighScore = storyboard.state.score
if( gameNetwork ) then
gameNetwork.request( "setHighScore",
{
localPlayerScore = { category=moleLeaderboard, value=data.moleHighScore },
})
end
save(true,data)
end
else
if( storyboard.state.score > data.donHighScore ) then
if( not storyboard.state.bHighScoreShown ) then
storyboard.state.bHighScoreShown = true
bShowCredits = false
if( data.donHighScore > 0 ) then
accuracyText.text = "NEW DON HIGH SCORE!\nOLD SCORE: " .. tostring( data.donHighScore )
timeToWait = 5000
end
end
data.donHighScore = storyboard.state.score
if( gameNetwork ) then
gameNetwork.request( "setHighScore",
{
localPlayerScore = { category= donLeaderboard, value=data.donHighScore },
})
end
save(true,data)
end
end
if( bShowCredits ) then
setCreditsButton( scene, scoreText )
timeToWait = timeToWait + 1000
end
end
if( bPlayBonus ) then
local playBonusRound = function()
audio.setVolume( 1, { channel=1 } )
local voice = audio.loadSound( "sounds/voice-maryJaneBonus.wav" )
if( not storyboard.state.bPlayedJokeyTime or not storyboard.state.bPlayedWhoDatLady or not storyboard.state.bPlayedPieTime ) then
audio.play(voice, { channel=1 } )
elseif( math.random(2)==1 ) then
audio.play(voice, { channel=1 } )
end
end
timer.performWithDelay( timeToWait - 2000, playBonusRound )
end
func(timeToWait)
end
local function showJokeyTime(scene)
if( not storyboard.state.score ) then
storyboard.state.score = 0
end
local options =
{
--parent = textGroup,
text = "JOKE BONUS\n+"..tostring( scene.jokeyTimePoints ).." points",
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y - 45,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 13,
align = "center" --new alignment parameter
}
local myText = display.newText( options )
myText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(myText )
local options =
{
--parent = textGroup,
text = tostring( storyboard.state.score ),
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y + 30,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 35,
align = "center" --new alignment parameter
}
local scoreText = display.newText( options )
scoreText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(scoreText )
local scoreTimer = nil
local function finish(delay)
timer.performWithDelay( delay, goToMenu, 1 )
end
local bPlayChaChing = false
local skipScore = function()
storyboard.state.score = storyboard.state.score + scene.jokeyTimePoints
scene.jokeyTimePoints = 0
end
local function animateScore()
transition.to( scene.uiEndScreenDisplayGroup, { time=300, delay=0, y=display.contentCenterY, transition=easing.outExpo } )
if( scene.jokeyTimePoints > 0 ) then
scene.jokeyTimePoints = scene.jokeyTimePoints - 1
storyboard.state.score = storyboard.state.score + 1
end
scoreText.text = tostring( storyboard.state.score )
myText.text = "JOKE BONUS\n+"..tostring( scene.jokeyTimePoints ).." points"
if( scene.jokeyTimePoints <= 0 )then
timer.cancel( scoreTimer )
if( bPlayChaChing == true ) then
audio.fadeOut( { channel=2, time=300 } )
audio.play( scene.chaChingSound, { channel=1 } )
end
scene.bg:removeEventListener( "touch", skipScore )
myText.text = "JOKE BONUS\n "
storyboard.state.bPlayedJokeyTime = true
showHighScore(scene,scoreText,nil,finish)
end
end
local function initialDelay()
scoreTimer = timer.performWithDelay( 10, animateScore, 0 )
scene.bg:addEventListener( "touch", skipScore )
end
if( scene.jokeyTimePoints > 0 ) then
bPlayChaChing = true
audio.play( scene.pointsSound, { channel=2 } )
end
timer.performWithDelay( 1000, initialDelay, 1 )
end
local function showPieTime(scene)
local options =
{
--parent = textGroup,
text = "PIE TIME BONUS\n+"..tostring( scene.piePoints ).." points",
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y - 45,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 13,
align = "center" --new alignment parameter
}
local myText = display.newText( options )
myText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(myText )
local options =
{
--parent = textGroup,
text = tostring( storyboard.state.score ),
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y + 30,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 35,
align = "center" --new alignment parameter
}
local scoreText = display.newText( options )
scoreText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(scoreText )
local scoreTimer = nil
local function finish(delay)
timer.performWithDelay( delay, goToMenu, 1 )
end
local skipScore = function()
storyboard.state.score = storyboard.state.score + scene.piePoints
scene.piePoints = 0
end
local bPlayChaChing = false
if( not storyboard.state.score ) then
storyboard.state.score = 0
end
local function animateScore()
transition.to( scene.uiEndScreenDisplayGroup, { time=300, delay=0, y=display.contentCenterY, transition=easing.outExpo } )
if( scene.piePoints > 0 ) then
scene.piePoints = scene.piePoints - 1
storyboard.state.score = storyboard.state.score + 1
end
scoreText.text = tostring( storyboard.state.score )
myText.text = "PIE TIME BONUS\n+"..tostring( scene.piePoints ).." points"
if( scene.piePoints <= 0 )then
audio.fadeOut( { channel=2, time=300 } )
if( bPlayChaChing == true ) then
audio.fadeOut( { channel=2, time=300 } )
audio.play( scene.chaChingSound, { channel=1 } )
end
timer.cancel( scoreTimer )
myText.text = "PIE TIME BONUS\n "
storyboard.state.bPlayedPieTime = true
showHighScore(scene,scoreText,nil,finish)
scene.bg:removeEventListener( "touch", skipScore )
end
end
local function initialDelay()
scoreTimer = timer.performWithDelay( 10, animateScore, 0 )
end
if( scene.piePoints > 0 ) then
bPlayChaChing = true
audio.play( scene.pointsSound, { channel=2 } )
end
scene.bg:addEventListener( "touch", skipScore )
timer.performWithDelay( 1000, initialDelay, 1 )
end
local function showWhoDatLady(scene)
local options =
{
--parent = textGroup,
text = "LADY BONUS\n+"..tostring( scene.whoDatLadyPoints ).." points",
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y - 45,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 13,
align = "center" --new alignment parameter
}
local myText = display.newText( options )
myText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(myText )
local options =
{
--parent = textGroup,
text = tostring( storyboard.state.score ),
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y + 30,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 35,
align = "center" --new alignment parameter
}
local scoreText = display.newText( options )
scoreText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(scoreText )
local scoreTimer = nil
local function finish(delay)
timer.performWithDelay( delay, goToMenu, 1 )
end
local bPlayChaChing = false
if( not storyboard.state.score ) then
storyboard.state.score = 0
end
local skipScore = function()
storyboard.state.score = storyboard.state.score + scene.whoDatLadyPoints
scene.whoDatLadyPoints = 0
end
local function animateScore()
transition.to( scene.uiEndScreenDisplayGroup, { time=300, delay=0, y=display.contentCenterY, transition=easing.outExpo } )
if( scene.whoDatLadyPoints > 0 ) then
scene.whoDatLadyPoints = scene.whoDatLadyPoints - 1
storyboard.state.score = storyboard.state.score + 1
end
scoreText.text = tostring( storyboard.state.score )
myText.text = "LADY BONUS\n+"..tostring( scene.whoDatLadyPoints ).." points"
if( scene.whoDatLadyPoints <= 0 )then
audio.fadeOut( { channel=2, time=300 } )
if( bPlayChaChing == true ) then
audio.fadeOut( { channel=2, time=300 } )
audio.play( scene.chaChingSound, { channel=1 } )
end
scene.bg:removeEventListener( "touch", skipScore )
timer.cancel( scoreTimer )
myText.text = "LADY BONUS\n "
storyboard.state.bPlayedWhoDatLady = true
showHighScore(scene,scoreText,nil,finish)
end
end
local function initialDelay()
scoreTimer = timer.performWithDelay( 10, animateScore, 0 )
scene.bg:addEventListener( "touch", skipScore )
end
if( scene.whoDatLadyPoints > 0 ) then
bPlayChaChing = true
audio.play( scene.pointsSound, { channel=2 } )
end
timer.performWithDelay( 1000, initialDelay, 1 )
end
local function showChicago(scene)
local options =
{
--parent = textGroup,
text = "CITY OF BROKEN SHOULDERS\n ",
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y - 45,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 13,
align = "center" --new alignment parameter
}
local myText = display.newText( options )
myText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(myText )
local options =
{
--parent = textGroup,
text = tostring( storyboard.state.score ),
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y + 5,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 30,
align = "center" --new alignment parameter
}
local scoreText = display.newText( options )
scoreText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(scoreText )
local accuracy = ( scene.weapons.totalHit / scene.weapons.totalFired ) * 100
if( not scene.weapons.totalFired or scene.weapons.totalFired == 0 ) then
accuracy = 0
end
accuracy = math.floor( accuracy + 0.5 )
if( accuracy > 100 ) then
accuracy = 100
end
GA.newEvent( "design", { event_id="chicago:shotAccuracy", area="main", value=accuracy})
if( accuracy < 0 ) then
accuracy = 0
end
local options =
{
--parent = textGroup,
text = tostring( accuracy ) .. "% SHOT ACCURACY BONUS",
x = scene.uiEndScreenBadge.x,
y = scene.uiEndScreenBadge.y + 50,
width = 250, --required for multi-line and alignment
font = "C64 User Mono",
fontSize = 10,
align = "center" --new alignment parameter
}
local accuracyText = display.newText( options )
accuracyText:setFillColor(0, 0, 0)
scene.uiEndScreenDisplayGroup:insert(accuracyText )
accuracyText.isVisible = false
local showAccuracy = function()
accuracyText.isVisible = true
end
local wait = system.getTimer() + 3000
local bonusGame = table.remove( storyboard.state.bonusPlaylist, 1 )
table.insert( storyboard.state.bonusPlaylist, bonusGame )
local animate = nil
local goToBonus = function(delay)
if( bonusGame == "perryPieTime" ) then
timer.performWithDelay( delay, goToPieTime, 1 )
elseif( bonusGame == "jokeyTime" ) then
timer.performWithDelay( delay, goToJokeyTime, 1 )
else
timer.performWithDelay( delay, goWhoDatLady, 1 )
end
end
local bPlayChaChing = false
local animatedAccuracy = function( event)
transition.to( scene.uiEndScreenDisplayGroup, { time=300, delay=0, y=display.contentCenterY, transition=easing.outExpo } )
if( system.getTimer() >= wait and accuracy > 0 ) then
accuracy = accuracy - 1
storyboard.state.score = storyboard.state.score + 10
scoreText.text = tostring( storyboard.state.score )
accuracyText.text = tostring( accuracy ) .. "% SHOT ACCURACY BONUS"
end
if( accuracy <= 0 ) then
accuracyText.text = ""
accuracyText.text = tostring( accuracy ) .. "% SHOT ACCURACY BONUS"
timer.cancel( event.source )
if( bPlayChaChing == true ) then
audio.fadeOut( { channel=2, time=300 } )
audio.play( scene.chaChingSound, { channel=3 } )
end
audio.fadeOut( { channel=2, time=300 } )
showHighScore(scene,scoreText,accuracyText,goToBonus)
end
end
timer.performWithDelay( 1000, showAccuracy )
if( accuracy > 0 ) then
bPlayChaChing = true
local soundDelay = function()
audio.play( scene.pointsSound, { channel=2 } )
end
timer.performWithDelay( 1500, soundDelay )
end
timer.performWithDelay( 25, animatedAccuracy, -1 )
end
function UIEndScreen_Remove()
audio.setVolume( 1, { channel=2 } )
if( myScene ) then
if( myScene.creditsButton ) then
myScene.creditsButton:removeEventListener("tap", viewCredits)
end
if( myScene.replayButton ) then
myScene.replayButton:removeEventListener("tap", goToMenu)
end
if( myScene.maryJane ) then
myScene.maryJane:removeSelf()
end
myScene.maryJane = nil
if( myScene.pointsSound ) then
audio.dispose( myScene.pointsSound )
audio.dispose( myScene.chaChingSound )
myScene.pointsSound = nil
myScene.chaChingSound = nil
end
display.remove( myScene.uiEndScreenDisplayGroup )
myScene = nil
end
--bTransition = false
end
function UIEndScreen_Show(scene,gameType)
if( not storyboard.state ) then
storyboard.state = {}
storyboard.state.score = 0
end
bTransition = false
audio.stop( 2 )
audio.setVolume( 1, { channel=2 } )
audio.setVolume( 1, { channel=1 } )
display.setDefault( "magTextureFilter", "nearest" )
display.setDefault( "minTextureFilter", "nearest" )
scene.uiEndScreenDisplayGroup = display.newGroup()
addDisplayGroup( scene.uiEndScreenDisplayGroup )
scene.uiEndScreenBadge = display.newImage("images/badge-mini.png");
scene.uiEndScreenBadge.x = display.contentCenterX
--scene.uiEndScreenBadge.y = display.contentCenterY
--scene.uiEndScreenDisplayGroup.y = topEdge
scene.pointsSound = audio.loadSound( "sounds/points.wav" )
scene.chaChingSound = audio.loadSound( "sounds/chaching.wav" )
myScene = scene
scene.uiEndScreenDisplayGroup:insert( scene.uiEndScreenBadge )
transition.to( scene.uiEndScreenDisplayGroup, { time=300, delay=0, y=display.contentCenterY, transition=easing.outExpo } )
GA.newEvent( "design", { event_id="bonus:started"})
if( gameType == "pieTime" ) then
showPieTime(scene)
elseif( gameType == "whoDatLady" ) then
showWhoDatLady(scene)
elseif( gameType == "chicago" ) then
showChicago(scene)
elseif( gameType == "jokeyTime" ) then
showJokeyTime(scene)
end
end