local storyboard = require( "storyboard" ) local scene = storyboard.newScene() local ui = require "ui" local radlib = require "radlib" --------------------------------------------------------------------------------- -- BEGINNING OF YOUR IMPLEMENTATION --------------------------------------------------------------------------------- function scene:createScene( event ) local screenGroup = self.view local playButton = nil local function onPlayPressed ( event ) if event.phase == "ended" and playButton.isActive then storyboard.gotoScene( "play" ) end end playButton = ui.newButton( radlib.table.merge( _G.buttons['play'], { onRelease = onPlayPressed } ) ) playButton.x = 160 playButton.y = 80 playButton.isActive = true screenGroup:insert(playButton) local settingsButton = nil local function onSettingsPressed( event ) if event.phase == "ended" and settingsButton.isActive then storyboard.gotoScene( "settings" ) end end settingsButton = ui.newButton( radlib.table.merge( _G.buttons['settings'], { onRelease = onSettingsPressed } ) ) settingsButton.x = 160 settingsButton.y = 130 settingsButton.isActive = true screenGroup:insert(settingsButton) local aboutButton = nil local function onAboutPressed( event ) if event.phase == "ended" and aboutButton.isActive then storyboard.gotoScene( "about" ) end end aboutButton = ui.newButton( radlib.table.merge( _G.buttons['about'], { onRelease = onAboutPressed } ) ) aboutButton.x = 160 aboutButton.y = 180 aboutButton.isActive = true screenGroup:insert(aboutButton) local helpButton = nil local function onHelpPressed( event ) if event.phase == "ended" and helpButton.isActive then storyboard.gotoScene( "help" ) end end helpButton = ui.newButton( radlib.table.merge( _G.buttons['help'], { onRelease = onHelpPressed } ) ) helpButton.x = 160 helpButton.y = 230 helpButton.isActive = true screenGroup:insert(helpButton) end function scene:enterScene( event ) print("Menu loaded...") storyboard.removeAll() end function scene:exitScene( event ) end function scene:destroyScene( event ) end --------------------------------------------------------------------------------- -- END OF YOUR IMPLEMENTATION --------------------------------------------------------------------------------- -- -- "createScene" event is dispatched if scene's view does not exist scene:addEventListener( "createScene", 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 ) -- "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 ) --------------------------------------------------------------------------------- return scene