add Solar2D prj example

This commit is contained in:
Alexander Popov 2021-11-18 01:22:51 +03:00
parent 16a6107b17
commit ed3a76144d
Signed by: iiiypuk
GPG Key ID: 398FC73478D97286
6 changed files with 136 additions and 0 deletions

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## Legend
- 🐛 - Bug
- ✔️ - Fixed
- ❌ - Removed
- - Added
- - Information
- ♻️ - Edited
## 0.1.0 - [17/04/2021] - (not work)
-

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-

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settings =
{
orientation =
{
default = "portrait",
supported = { "portrait", },
},
android =
{
usesPermissions =
{
"android.permission.INTERNET",
},
},
iphone =
{
xcassets = "Images.xcassets",
plist =
{
UIStatusBarHidden = false,
UILaunchStoryboardName = "LaunchScreen",
},
},
plugins =
{
},
excludeFiles =
{
all = { "Icon.png", "Icon-*dpi.png", "Images.xcassets", },
android = { "LaunchScreen.storyboardc", },
},
}

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application =
{
content =
{
width = 1080,
height = 1920,
scale = "letterbox",
fps = 60,
--[[
imageSuffix =
{
["@2x"] = 2,
["@4x"] = 4,
},
--]]
},
}

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local composer = require('composer')
local scene = composer.newScene()
local groupBack
local groupMain
local groupUI
function gameLoop()
--
end
local function onFrame(event)
--
end
function scene:create(event)
local sceneGroup = self.view
groupBack = display.newGroup()
groupMain = display.newGroup()
groupUI = display.newGroup()
local debugRect = display.newRect(display.contentCenterX, display.contentCenterY, display.contentWidth, display.contentHeight )
debugRect:setFillColor(0.807, 0.925, 0.956)
end
function scene:show(event)
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
-- Code here runs when the scene is still off screen (but is about to come on screen)
elseif (phase == "did") then
gameLoopTimer = timer.performWithDelay(500, gameLoop, 0)
end
end
function scene:hide(event)
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif (phase == "did") then
-- Code here runs immediately after the scene goes entirely off screen
end
end
function scene:destroy(event)
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
end
scene:addEventListener('create', scene)
scene:addEventListener('show', scene)
scene:addEventListener('hide', scene)
scene:addEventListener('destroy', scene)
Runtime:addEventListener('enterFrame', onFrame)
return scene