Orientation_Settings, Orientation_Case, Orientation_End
These commands work together to define how your app responds to orientation changes:
Orientation_Settings: This initializes the section where you'll define individual orientation cases.
Orientation_Case:
Within Orientation_Settings
,
you use Orientation_Case
to specify different scenarios:
"landscapeRight"
"landscapeLeft"
"portrait"
"portraitUpsideDown"
Orientation_End:
Closes the Orientation_Settings
block.
Key Points
Placement:
Use Orientation_Settings
only in your portrait screen, as that's the basis for adjustments in
other orientations.
Case-Specific
Code:
Inside each Orientation_Case
block, put the Lu C code that should execute when the device is in
that particular orientation.
Examples Explained
Let's analyze the provided examples:
Example 1: Single Screen (Portrait), Relative Gravity
Each Orientation Case: Sets a different gravity direction based on the device's orientation, ensuring physics work as intended in those situations.
Relative Gravity: The defined gravity is relative to the screen's perspective in each orientation.
Example 2: Portrait and Landscape Screens, Fixed Y-axis Gravity
Portrait Cases (upside down, standard): Sets gravity along the Y-axis, with the direction corresponding to the device orientation.
Landscape Cases (left, right): Gravity is set along the Y-axis, but oriented downward, likely corresponding to how the user might hold the device in both landscape modes.
Important Considerations
Screen
Design:
How your app's layout changes in different orientations is just as
important as the code in Orientation_Case
.
Beyond Physics: You can adjust UI, animations, or any other game logic based on orientation.
Let's Get Creative!
Would you like to explore the following scenarios?
UI Rearrangement: Reposition or resize UI elements to fit different orientations.
Gameplay Adaptations: Alter game mechanics to better suit a landscape versus a portrait play style.
Camera Control: Use orientation to influence camera movement or perspective.