Right now, we need to set the offscreen position for the panda and have it transition to its starting launch location, so the user can interact with it.
startNewRound()
and add an if
statement to initiate the panda
object into the scene:local startNewRound = function() if panda then
activateRound()
within startNewRound()
. Set the starting position of the panda
display object on screen and add ground:toFront()
, so that the ground appears in front of the panda character:local activateRound = function() waitingForNewRound = false if restartTimer then timer.cancel( restartTimer ) end ground:toFront() panda.x = 240 panda.y = 300 panda.rotation = 0 panda.isVisible = true
pandaLoaded()
. Set gameIsActive
to true
and set the panda
object's air and hit properties to false
. Add panda:toFront()
so that it appears in front of all the other game objects on screen and set the body type to "static"
:local pandaLoaded = function() gameIsActive = true panda.inAir = false panda.isHit = false panda:toFront() panda.bodyType = "static" end
y=225
in 1,000 milliseconds. When the tween is completed, call the pandaLoaded()
function using the onComplete
command. Close the activateRound()
function with end
and call out to it. Close the if
statement for panda
and the startNewRound()
function with end
:transition.to( panda, { time=1000, y=225, onComplete=pandaLoaded } ) end activateRound() end end
When the level is activated, the panda is placed below the ground before it is visible to the player. For pandaLoaded()
, the game is activated by gameIsActive = true
, and the panda is ready for launch by the player. The panda transitions from the ground level to an area on the screen where it can be accessed.