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is scene transitions supported? — Gideros Forum

is scene transitions supported?

alexzhengalexzheng Guru
edited November 2011 in General questions
gideros is a greate tools for making mobile games, it's easy and fast.
I made a simple puzzle game with several scenes,
such as main menu, game scene, help screen and pause screen and so on
I can not find any sample code about scene transitions, so I have to make each screen as a sprite and use addChild and removeChild on stage for translate from one screen to another, I kown it's not the right way.

and by the way,on the faq page
4. How do I evaluate Gideros Studio? You can download Gideros Studio and run it on any machines. Using Gideros Studio is free. When you use a free Gideros Studio, deployed applications will show a Gideros Studio Splash when they are run on a real device.

I deployed my app to my iphone, but no Gideros Studio Splash show when I lunch my app, is the Splash need to add maually?


  • gorkemgorkem Maintainer
    You do not need to put a splash screen at all at the moment, as it's a planned featured as soon as there's a paid version.

    However we'd be more than glad if you write something like "Made using Gideros Studio" inside your game, and mention about us. ;)
  • could you show me a right way to translate scence
  • atilimatilim Maintainer
    If you can wait for a couple of days, I can show you a good way to translate scenes.
  • I will be glad to wait and refactor my code then,since put all sprite on the stage is terrible for extention
  • I'd be really happy to see this transition example too !

  • gorkemgorkem Maintainer
    Atilim I can't wait to see either! \:D/
  • atilimatilim Maintainer
    edited November 2011

    I've coded a simple scene manager class. Here is the download link: http://dl.dropbox.com/u/684866/Scene Manager.zip
    http://dl.dropbox.com/u/684866/Scene Manager v1.0.1.zip
    (edit: with v1.0.1, collectgarbage() is called at the end of transition)

    It supports 21 transition types, easing functions and transition begin/end notifications.

    And here are the usage steps:

    1. For each of your scene, derive a class from Sprite (and preferably put them into separate .lua files):
    Menu = gideros.class(Sprite)
    Game = gideros.class(Sprite)
    EndScene = gideros.class(Sprite)
    2. Create a SceneManager instance and while creating pass a table with keys as scene names and values as your classes:
    local sceneManager = SceneManager.new{
        ["menu"] = Menu,
        ["game"] = Game,
        ["endScene"] = EndScene,
    3. Change between scenes with function SceneManager:changeScene(sceneName, duration, transition, ease) like:
    sceneManager:changeScene("game", 1, SceneManager.moveFromTop, easing.linear)
    4. Also SceneManager dispatches events "transitionBegin", "transitionEnd", "transitionInBegin", "transitionInEnd", "transitionOutBegin", "transitionOutEnd". You can register to these events to begin/end your animations, clear your timers, save the scores, etc... You can look at the example to understand these events in a more detail.

    Hope you like it :)

    Likes: Stoffe

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  • alexzhengalexzheng Guru
    edited November 2011
    great future!
    I can't open the link,could you send a copy to my email.

    before that,I do a scence translation by translate the new sprite to stage using a gtween and remove the old sprite in the callback
  • atilim,

    That is a great little library, but I have a question.

    Is there a way to make it so it loads a "menu" screen initially, and how would one remove the buttons on transition, to be replaced with other versions on each screen. (Such as going from a main menu to a settings menu, or the actual game.)


    I've only recently dug into Gideros, but so far I'm enjoying it!
  • atilimatilim Maintainer
    edited November 2011
    Your way of using GTween is totally ok.

    After you create the SceneManager, call its changeScene("menu") function to display the menu screen (If you named your Menu Sprite as "menu")

    I prefer to design each screen as a different Sprite (they can share a common background) and let SceneManager do the transitions and add/remove the sprites. Optionally you can put a background behind and put SceneManager on top of it.

    I'm glad you like it :)
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