----------------------------------------------------------------------------------
--
-- scenetemplate.lua
--
----------------------------------------------------------------------------------

local storyboard = require( "storyboard" )
local scene = storyboard.newScene()

----------------------------------------------------------------------------------
-- 
--	NOTE:
--	
--	Code outside of listener functions (below) will only be executed once,
--	unless storyboard.removeScene() is called.
-- 
---------------------------------------------------------------------------------

---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------

-- modules
--local sheetHelper = require("scripts.sheet_helper")

-- local 
--local sheetMenu
--local loadingImage


-- Called when the scene's view does not exist:
function scene:createScene( event )
	local group = self.view

	-----------------------------------------------------------------------------
		
	--	CREATE display objects and add them to 'group' here.
	--	Example use-case: Restore 'group' from previously saved state.
	
	-----------------------------------------------------------------------------
	-- sheetMenu = sheetHelper.new("menu")

	-- loadingImage = sheetMenu:newImage("loading.png")
	-- loadingImage.x = display.contentWidth / 2
	-- loadingImage.y = display.contentHeight / 2
	-- group:insert( loadingImage )
end


-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
	local group = self.view
	
	-----------------------------------------------------------------------------
		
	--	INSERT code here (e.g. start timers, load audio, start listeners, etc.)
	
	-----------------------------------------------------------------------------
	storyboard.removeScene( "scene_levels" )
	--storyboard.removeScene( "scene_menu" )
	storyboard.removeScene( "scene_game" )	

	local function listener( event )	
		if storyboard.levelNumber > 50 then
			storyboard.gotoScene( "scene_worlds", { params = { page = 2 } } )
		else	
		    storyboard.gotoScene( "scene_game" )
		end
	end
	timer.performWithDelay( 10, listener )	

end


-- Called when scene is about to move offscreen:
function scene:exitScene( event )
	local group = self.view
	
	-----------------------------------------------------------------------------
	
	--	INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)
	
	-----------------------------------------------------------------------------
	
end


-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
	local group = self.view
	
	-----------------------------------------------------------------------------
	
	--	INSERT code here (e.g. remove listeners, widgets, save state, etc.)
	
	-----------------------------------------------------------------------------
	
end


---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------

-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )

-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )

-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener( "exitScene", scene )

-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )

---------------------------------------------------------------------------------

return scene