add Solar2D prj example
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10
Solar2D/SampleProject/HISTORY.md
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Solar2D/SampleProject/HISTORY.md
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## Legend
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- 🐛 - Bug
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- ✔️ - Fixed
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- ❌ - Removed
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- ➕ - Added
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- ℹ️ - Information
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- ♻️ - Edited
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## 0.1.0 - [17/04/2021] - (not work)
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-
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1
Solar2D/SampleProject/TODO.md
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Solar2D/SampleProject/TODO.md
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-
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37
Solar2D/SampleProject/build.settings
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Solar2D/SampleProject/build.settings
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settings =
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{
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orientation =
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{
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default = "portrait",
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supported = { "portrait", },
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},
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android =
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{
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usesPermissions =
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{
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"android.permission.INTERNET",
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},
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},
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iphone =
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{
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xcassets = "Images.xcassets",
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plist =
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{
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UIStatusBarHidden = false,
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UILaunchStoryboardName = "LaunchScreen",
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},
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},
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plugins =
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{
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},
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excludeFiles =
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{
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all = { "Icon.png", "Icon-*dpi.png", "Images.xcassets", },
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android = { "LaunchScreen.storyboardc", },
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},
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}
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Solar2D/SampleProject/config.lua
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Solar2D/SampleProject/config.lua
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application =
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{
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content =
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{
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width = 1080,
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height = 1920,
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scale = "letterbox",
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fps = 60,
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--[[
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imageSuffix =
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{
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["@2x"] = 2,
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["@4x"] = 4,
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},
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--]]
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},
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}
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0
Solar2D/SampleProject/main.lua
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0
Solar2D/SampleProject/main.lua
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Solar2D/SampleProject/scenes/game.lua
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Solar2D/SampleProject/scenes/game.lua
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local composer = require('composer')
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local scene = composer.newScene()
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local groupBack
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local groupMain
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local groupUI
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function gameLoop()
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--
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end
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local function onFrame(event)
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--
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end
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function scene:create(event)
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local sceneGroup = self.view
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groupBack = display.newGroup()
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groupMain = display.newGroup()
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groupUI = display.newGroup()
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local debugRect = display.newRect(display.contentCenterX, display.contentCenterY, display.contentWidth, display.contentHeight )
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debugRect:setFillColor(0.807, 0.925, 0.956)
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end
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function scene:show(event)
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local sceneGroup = self.view
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local phase = event.phase
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if (phase == "will") then
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-- Code here runs when the scene is still off screen (but is about to come on screen)
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elseif (phase == "did") then
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gameLoopTimer = timer.performWithDelay(500, gameLoop, 0)
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end
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end
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function scene:hide(event)
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local sceneGroup = self.view
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local phase = event.phase
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if (phase == "will") then
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-- Code here runs when the scene is on screen (but is about to go off screen)
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elseif (phase == "did") then
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-- Code here runs immediately after the scene goes entirely off screen
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end
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end
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function scene:destroy(event)
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local sceneGroup = self.view
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-- Code here runs prior to the removal of scene's view
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end
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scene:addEventListener('create', scene)
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scene:addEventListener('show', scene)
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scene:addEventListener('hide', scene)
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scene:addEventListener('destroy', scene)
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Runtime:addEventListener('enterFrame', onFrame)
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return scene
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