Director 1.5 - What do you want?

Hello everyone!

After a hard work on Director 1.4 adding the books feature, it's time to think about bugs, issues and other features on Director Class. I know there are many things to do but I want your help to do it right. What I need? Simple, tell me what you want on the next version of Director.

Here are some things on my roadmap:

- Better sample
- Send parameters on closePopUp
- Remove module()
- New flow:
1 - insert missing objects into old scene
2 - load new scene
3 - insert missing objects into new scene
4 - transition
5 - old scene clean()
6 - remove old scene
7 - new scene initVars()
- New effects on goToPage (books)
- String target on goToPage
- Bug fix on turnToScenes

So, what do you want?

First of all great work with the director framework :)

I like to see a sample that matches the new director.
The new flow seems really good and makes sense to me.

I think mine is simple.

I'd like the ability to load an interstitial screen without loosing the screen I was on.

For example;

That way I could show a screen like a help screen or an inventory but return to the game screen leaving it in the same state it was when I departed.

If it can do this now, I'd love to know how. It would seem to me to be the single biggest feature needed.

Thanks
Rob

claes.lindblom

Thanks, I'm planning a new sample using all the features from Director.

robmiracle

What about the pop up? It is shown above the current scene.

Not to sound ignorant (because I am with this subject) is there an example somewhere for a popup?

On your list, "Remove module()" is the one for me...

And might be on the edge but what about a page turn fx :)

robmiracle

Download the 1.4 version and take a look on the green pop up button, it's very simple to use it.

PixelEnvision

Page turn fx is hard to do and need some special features like the "2.5d image transform" feature of the Ansca roadmap.

Sweet!!!!!!!

1.4 was such a great release.

+1 on remove module

and, even though you need Ansa to add 2.5d transforms...
+1 on page turn animation (flipboard style)

Hello!

1. What about an easy - fast way to reload the screen
2. A change screen function with loading screen option
3. For sure, passing parameters with closePopUp
4. Clean function

Thank you for this great tool!

Thank you for this awesome class, Ricardo.

I'm not sure if anyone has seen this, but there's one thing that's been bothering me. I like using flip and it looks great on iPhone, but when I run it on iPad, I see a straight vertical line across the center of the screen splitting the image for a second as the scene changes. I don't see this on iPhone. FYI, my game is configured for 320x480 with letterbox scaling.

Could it be possible to hide/remove this hairline split somehow?

photiscta

1 - You can easy reload your scene with changeScene, just call it the same!

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-- game.lua
...
local params = {
   level = 2,
   lifes = 3
}
director:changeScene( params, "game", "fade" )
...

ask

That's strange but I will take a look, maybe just an isVisible = false would work.

Ricardo, thank you so much for looking into this.

I'm not sure where I am to set isVisible = false.

The "image" that shows the hairline split in the center is the entire scene (the old scene to be changed to new scene). When I'm changing darker scene to lighter scene, I see pale line, and when I change lighter scene to darker scene, I see dark line. When I'm changing between dark scene to dark scene, I see the dark line (a bit jagged, or dotted with lighter color, maybe because the scene consists of varying degree of dark colors).

Ricardo,

the Clean function for the localGroup, does not clears the Runtime eventListener.
I am using Runtime:removeEventListener("enterFrame",goBack) inside Clean with no luck.
But, if I put the Runtime:removeEventListener("enterFrame",goBack) inside the goBack() it works.

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local function goBack(event)
        timer.performWithDelay( 3000, function() director:changeScene( "screen1") end)
        Runtime:removeEventListener("enterFrame",goBack)
        end

2 - load new scene
3 - insert missing objects into new scene
4 - transition

;)

ask

Try this:

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        ------------------
        -- EFFECT: Flip
        ------------------
        
        elseif effect == "flip" then
                
                nextView.xScale = 0.001
                --
                nextView.x = _W / 2
                --
                local phase1, phase2
                --
                local hideCurrView = function( e )
                    currView.isVisible = false
                end
                showFx = transition.to( currView, { xScale = 0.001,  time = fxTime, onComplete = hideCurrView } )
                showFx = transition.to( currView, { x      = _W / 2, time = fxTime } )
                --
                phase1 = function( e )
                        showFx = transition.to( nextView, { xScale = 0.001, x = _W / 2, time = fxTime, onComplete = phase2 } )
                end
                --
                phase2 = function( e )
                        showFx = transition.to( nextView, { xScale = 1, x = 0, time = fxTime, onComplete = fxEnded } )
                end
                --
                showFx = transition.to( nextView, { time = 0, onComplete = phase1 } )

photiscta

I did a test here and it worked fine, maybe it's about your timer. Timers work as threads, so you have to be careful.

I put this code on the Director sample at the end of the screen2.lua file:

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        local count = 0
        local add = function()
                count = count + 1
                print(count)
        end
        Runtime:addEventListener( "enterFrame", add )
        --
        localGroup.clean = function()
                Runtime:removeEventListener( "enterFrame", add )
        end
        
        ------------------
        -- MUST return a display.newGroup()
        ------------------
        
        return localGroup
        
end

Thank you for looking into this, Ricardo.

I replaced the EFFECT: Flip section with the code you provided, but unfortunately, I still see the same vertical line on iPad screen as the scene changes.

I'd definately say to be able to find the progress of loading like in Cut The Rope! So we can have a loading bar on our splash screens!

ask

I could not get this issue here, could you please send me an example by e-mail?

Guys, about the loading feature, it's not that easy! You have to think that are many kinds of apps that need different kinds of loadings.

thx ricardo

First, thx for your work. Then :

"2. A change screen function with loading screen option" could indeed be a good idea.

Related to your "Better sample" will, I would ask some work on your template.
I may add that in director 1.4, template was not that clear (it had a 1.3 tag).
Maybe you could work on it, just to avoid us from doing things the wrong way.

:)

Thank you, Ricardo! I'm sending you a zipped test project files.

views:2593 update:2011/10/17 21:25:02
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