struggling with a problem! I need to insert in a tableview the outcome of a DB query. The problem is that i cannot insert data since when i do it the result is nil...If i try to insert fixed data (like a general string "hello") it works! Can someone help me? Thanks a lot.
function listatornei()
local dataURL = "http://www.lineitup.it/torneiopen.php?me="..usrUsr
numtornei=0
local function listaListener(event)
if event.phase=="ended" then
if (event.isError) then
print("Connection not available")
else
id_tor = {} -- array to store query field1
usr_tor = {} -- array to store query field2
local tab = event.response -- read json data
tab = json.decode( tab ) -- tabel conversion
if #tab > 0 then
for i=1, #tab do
id_tor[i] = tab[i]["idt"]
usr_tor[i] = tab[i]["gioc1_usr"]
numtornei=i
end
-- Listen for tableView events
local function tableViewListener( event )
local phase = event.phase
print( event.phase )
end
-- Handle row rendering
local function onRowRender( event )
local phase = event.phase
local row = event.row
local id = row.index
row.bg = display.newRect( 0, 0, display.contentWidth, 60 )
row.bg.anchorX = 0
row.bg.anchorY = 0
row.bg:setFillColor( 1, 1, 0 )
row:insert( row.bg )
row.idt = display.newText(id_tor[i], 0, 0, native.systemFontBold, 40 )
--row.idt = display.newText("pippo", 0, 0, native.systemFontBold, 40 )
row.idt.anchorX = 0
row.idt.anchorY = 0.5
row.idt:setFillColor( 0 )
row.idt.y = 20
row.idt.x = 42
row.usr = display.newText( usr_tor[i], 0, 0, native.systemFont, 40 )
--row.usr = display.newText( "pluto", 0, 0, native.systemFont, 40 )
row.usr.anchorX = 0
row.usr.anchorY = 0.5
row.usr:setFillColor( 0.5 )
row.usr.y = 20
row.usr.x = 250
row:insert( row.idt )
row:insert( row.usr )
end
-- Handle row's becoming visible on screen
local function onRowUpdate( event )
local row = event.row
print( "Row:", row.index, " is now visible" )
end
-- Handle touches on the row
local function onRowTouch( event )
local phase = event.phase
if "press" == phase then
print( "Touched row:", event.target.index )
end
end
-- Create a tableView
local tableView = widget.newTableView
{
top = 100,
width = 620,
height = 410,
--maskFile = "formlog1.png",
listener = tableViewListener,
onRowRender = onRowRender,
onRowTouch = onRowTouch,
}
for i = 1, numtornei do
local isCategory = false
local rowHeight = 60
local rowColor =
{
default = { 255, 255, 0 },
}
local lineColor = { 220, 220, 220 }
-- Make some rows categories
if i == 25 or i == 50 then
isCategory = true
rowHeight = 24
rowColor =
{
default = { 150, 160, 180, 200 },
}
end
-- Insert the row into the tableView
tableView:insertRow
{
isCategory = isCategory,
rowHeight = rowHeight,
rowColor = rowColor,
lineColor = lineColor,
}
end
end
end
end
end
network.request( dataURL, "GET", listaListener )
end
You need to check your data coming back from the database. If the data from the database is nil, don't insert it. In your onRowRender function, you should test each bit of data to make sure it's not nil before you try to use to create an object.
In addition, you have a potential scope problem as well. onRowRender() is driven by an event of a table row becoming visible on the screen. It is not called synchronously inside of the for loop. The loop with your inserts will likely complete before the first row's onRowRender() completes. You also referencing the variable "i" inside onRowRender() which will be nil later when the rows render. If you database rows will always be in a 1 to 1 relationship with your tableView rows (i.e. no category rows), then you can use the row ID to look up your data in your data tables. If not, you should use the form of passing in data when you insert the rows. See: https://coronalabs.com/blog/2014/03/04/tutorial-advanced-tableview-tactics/ and look at the Passable Parameters section.
Related
So I have this module, where all of its activity during the game is in. In t.physics I add a collision event listener (differentiating if target is a group or a single object). When the concerning objects detect a collision though, the property col of the other object (event.other) seems to be nil, although I initially set it to a string representing a color in t.create. I just can't find the cause for that, can anyone?
Thanks for your help.
Greetings, Nils
local fence = require("lib.fence")
local physics = require("physics")
local t = {}
local stages = {yellow = 1, lila = 1, red = 1}
local sizes = {1, 3.625, 7.25}
t.colors = {"yellow", "lila", "red"}
t.growing = false
t.setSize = function(fill)
local tHeight = fill.contentHeight * sizes[stages[fill.col]]
local tScale = tHeight / fill.contentHeight
fill.yScale = tScale
end
t.grow = function(group, color, hero)
local counter = 0
stages[color] = stages[color] + 1
for i = 1, group.numChildren, 1 do
if group[i].col == color then
counter = counter + 1
local function newPhysics() t.physics(group) end
if counter == 1 then
local function reset() t.growing = false if stages[color] == 3 then stages[color] = 1; newPhysics(); end end
local function start() t.growing = true end
transition.to(group[i], {time = 260, yScale = sizes[stages[color]], onStart = start, onComplete = reset})
else
transition.to(group[i], {time = 250, yScale = sizes[stages[color]], onStart = start})
end
end
end
end
t.physics = function(target)
if target.numChildren == nil then
physics.removeBody(target)
local function add()
physics.addBody( target, "static", {isSensor = true} )
target.collision = function(self, event)
if event.phase == "began" then
target.count = target.count + 1
if target.count == 1 then
t.grow(target.parent, self.col, event.other)
end
elseif event.phase == "ended" then
target.count = 0
end
end
end
timer.performWithDelay(1, add, 1)
else
for i = 1, target.numChildren, 1 do
physics.removeBody( target[i] )
physics.addBody( target[i], "static", {isSensor = true} )
target[i].name = "fill"
local fill = target[i]
fill.count = 0
fill.collision = function(self, event)
if event.phase == "began" then
self.count = self.count + 1
if self.count == 1 and event.other.x ~= nil then
t.grow(target, self.col, event.other)
end
else
fill.count = 0
end
end
fill:addEventListener("collision")
end
end
end
t.setColor = function(fill)
local colors = {
{238 / 255, 228 / 255, 28 / 255},
{38 / 255, 33 / 255, 77 / 255},
{175 / 255, 24 / 255, 52 / 255},
}
local names = {"yellow", "lila", "red"}
local r = math.random(3)
fill.fill = colors[r]
fill.col = names[r]
end
t.create = function(fences, group, colors)
local fills = {}
for i = 1, #fences, 1 do
local rCol = math.random(3)
local col
if rCol == 1 then
col = colors.yellow
elseif rCol == 2 then
col = colors.lila
else
col = colors.red
end
fills[i] = display.newRect(
group, fences[i].x + fences[i].contentWidth * 0.125, fences[i].y,
fences[i].contentWidth * 0.9, (fences[i].contentHeight * 0.5 / 3)
)
fills[i].dPosX = fills[i].x
fills[i].y = display.contentHeight- fills[i].contentHeight / 2
fills[i].fill = col
fills[i].col = t.colors[rCol]
fills[i].increased = false
end
return fills
end
t.move = function(fills, fences, group)
for i = 1, #fills, 1 do
local fill = fills[i]
function fill:enterFrame()
self:translate(fence.speed, 0)
if t.growing == false then
t.setSize(self)
end
if self.x > display.contentWidth + 0.55 * fences[i].contentWidth then
local xT = {}
for i = 1, group.numChildren, 1 do
xT[i] = group[i].x
end
local function compare(a, b) return a < b end
table.sort(xT, compare)
self.x = xT[1] - fences[i].contentWidth * 0.98
t.setColor(self)
local function newPhysics() t.physics(self) end
timer.performWithDelay( 25, newPhysics, 1 )
self:toBack()
end
end
Runtime:addEventListener("enterFrame", fill)
end
end
return t
Solved. Ugh, sorry, I forgot to define the property on the other object involved (hero), that has its own module. What a stupid slip.
Thanks for your answers anyways!
You don't seem to have any dynamic bodies here. What is colliding with what? Could it be that the other object involved in the collision (the value of event.other) is not something initialized in t.create() and so doesn't have the col property?
From the Corona documentation on Collision Detection:
Some body types will — or will not — collide with other body types. In a collision between two physical objects, at least one of the objects must be dynamic, since this is the only body type which collides with any other type.
Also, in your fill.collision(), I think you want to pass event.target as the first argument to t.grow() rather than target. If you try things, please update the question with more information.
I've read the other topics related to this subject and cannot make sense of them in the sense of my code. In the code below, I cannot get the make other word buttons into the table. I can generate the words but they will not go into the table. The previous function with the correct word works fine. What am I doing wrong? Do I have problems elsewhere in the code?
--main text
local content = require "content"
--chooses a random number according to the maximum number available in the table
local defaultWidth = 1024
local defaultHeight = 768
local displayWidth = display.viewableContentWidth
local displayHeight = display.viewableContentHeight
local yMargin = 20
local centerX = defaultWidth/2;
local centerY = defaultHeight/2;
local xAdjust = (defaultWidth - display.viewableContentWidth)/2
local yAdjust = (defaultHeight - display.viewableContentHeight)/2
local rnd = math.random
local maxSightwords = 3
local currQuestion = 0
local playOrder
local letterButtons
local wrongGraphic
local correctButton
--local wordButtons
function getRandomOrder(amount)
local order ={}
local i
local temp
local temp1
for n = 1,amount do
order[n] = n
end
for i=0,9 do
for temp = 1,amount do
n = math.random(1, amount)
temp1 = order[temp]
order[temp] = order[n]
order[n] = temp1
end
end
return order
end
-- assign random order for words
playOrder = getRandomOrder(#content)
function nextQuestion()
-- update question number index
currQuestion = currQuestion+1
if currQuestion > #playOrder then
currQuestion = 1
end
local questionNumber = playOrder[currQuestion]
print("Question# "..currQuestion)
print("id "..content[questionNumber].id)
-- make word buttons
wordButtons = {}
-- make word button for correct word
local word = content[playOrder[currQuestion]].word
table.insert(wordButtons, newWordButton(word))
correctButton = wordButtons[1].graphics
local buttonWidth = 150
print ("correct: "..word)
print (#wordButtons)
---[[
-- ****make other word buttons***
local otherWords = getRandomWords(content.word)
--print (otherWords)
for i=1, maxSightwords-1 do
table.insert(wordButtons, otherWords)
end
--]]
print (#wordButtons)
-- position letter buttons and add touch event listener
local randomWordOrder = getRandomOrder(#wordButtons)
local buttonSpacing = buttonWidth * 1.5
local buttonsWidth = (#wordButtons * buttonWidth) + ((#wordButtons-1) * (buttonSpacing/4))
local buttonsX = centerX - (buttonWidth)
for i=1, #wordButtons do
local button = wordButtons[i].graphics
button.y = centerY
button.x = buttonsX + (buttonSpacing * (randomWordOrder[i]-1))
button:addEventListener("touch", onWordTouch)
--local randomDelay = transitionDuration + (math.random(1,10) * 10)
--transition.from(button, {time = 500, delay = randomDelay, y = defaultHeight + button.height})
end
end
function clearQuestion()
-- remove wrongGraphic if present
if wrongGraphic then
wrongGraphic:removeSelf()
wrongGraphic = nil
end
-- remove all word buttons
for i=1,#wordButtons do
wordButtons[i].graphics:removeSelf()
wordButtons[i].graphics = nil
end
end
function onWordTouch(event)
local t = event.target
if "ended" == event.phase then
if t == correctButton then
onCorrect()
else
onIncorrect(t)
end
end
end
function onIncorrect(incorrectButton)
media.playSound("sounds/splat.wav")
wrongGraphic = display.newImageRect("images/graphics/wrong.png", 137, 136)
wrongGraphic.x = incorrectButton.x + incorrectButton.width/2
wrongGraphic.y = incorrectButton.y + incorrectButton.height/2
transition.to(incorrectButton, {time=100, delay=500, alpha=0})
transition.to(wrongGraphic, {time=200, delay=500, alpha=0, onComplete=wrongCompleteListener})
local wrongCompleteListener = function(obj)
obj:removeSelf()
obj = nil
incorrectButton:removeSelf()
incorrectButton = nil
end
end
function onCorrect()
-- play correct sound then display word
media.playSound("sounds/correct.mp3", playWord)
-- remove the letter buttons
clearQuestion()
-- disable the home button until new screen is shown
homeEnabled = false
end
function newWordButton(word)
local wordGraphic = display.newImageRect("images/words/"..word..".png", 150, 75)
local wordButton = {}
wordButton.graphics = display.newGroup()
wordButton.graphics:insert(wordGraphic)
wordButton.word = word
return wordButton
end
function getRandomWords ()
local wordGraphic = display.newGroup ()
for i=1,maxSightwords-1 do
--remove a word from content using a random index #
--Since the index will be between 1 and the number of words in content
--and each time through the loop a word is removed, you can be sure
--You will get 3 different words without repeats.
local next_word = table.remove(content, math.random(#content))
--next_word is a table with 'word' and 'id' fields so you can make the text display object from next_word.word
local wordText = display.newImageRect("images/words/"..next_word.id..".png", 150, 75)
wordText.x = display.contentWidth/2
wordText.y = display.contentHeight/2 - 100
wordGraphic:insert(wordText)
print (next_word.id)
end
end
nextQuestion ()
I think your problem is that you are resetting the wordButton = {} again in function newWordButton. You already made the table in function nextQuestion(), so by calling it again in the newWordButton function is reseting the entire table.
Take a look at this links:
http://www.coronalabs.com/blog/2011/06/21/understanding-lua-tables-in-corona-sdk/
http://docs.coronalabs.com/api/library/table/insert.html
I'm pretty sure the function should look like this:
function newWordButton(word)
local wordGraphic = display.newImageRect("images/words/"..word..".png", 150, 75)
wordButton.graphics = display.newGroup()
wordButton.graphics:insert(wordGraphic)
wordButton.word = word
return wordButton
end
I'm using a TableView widget, which creates a one-column table. My onRowRender() function is identical to the example, but when I run my app, the text for every row is stuck in the same spot and doesn't move with the table. Even if I change the rowTitle.y property's value to row.y, which puts the text in the correct starting position, it doesn't move when I scroll the table.
Here is the example code I'm working from, which comes from Corona's documentation and is also in my textbook:
local widget = require( "widget" )
-- Listen for tableView events
local function tableViewListener( event )
local phase = event.phase
print( event.phase )
end
-- Handle row rendering
local function onRowRender( event )
local phase = event.phase
local row = event.row
local rowTitle = display.newText( row, "Row " .. row.index, 0, 0, nil, 14 )
rowTitle.x = row.x - ( row.contentWidth * 0.5 ) + ( rowTitle.contentWidth * 0.5 )
rowTitle.y = row.contentHeight * 0.5
rowTitle:setTextColor( 0, 0, 0 )
end
-- Handle row's becoming visible on screen
local function onRowUpdate( event )
local row = event.row
print( "Row:", row.index, " is now visible" )
end
-- Handle touches on the row
local function onRowTouch( event )
local phase = event.phase
if "press" == phase then
print( "Touched row:", event.target.index )
end
end
-- Create a tableView
local tableView = widget.newTableView
{
top = 100,
width = 320,
height = 510,
maskFile = "mask-410.png",
listener = tableViewListener,
onRowRender = onRowRender,
onRowTouch = onRowTouch,
}
-- Create 100 rows
for i = 1, 100 do
local isCategory = false
local rowHeight = 40
local rowColor =
{
default = { 255, 255, 255 },
}
local lineColor = { 220, 220, 220 }
-- Make some rows categories
if i == 25 or i == 50 or i == 75 then
isCategory = true
rowHeight = 24
rowColor =
{
default = { 150, 160, 180, 200 },
}
end
-- Insert the row into the tableView
tableView:insertRow
{
isCategory = isCategory,
rowHeight = rowHeight,
rowColor = rowColor,
lineColor = lineColor,
}
end
-- delete the tenth row in the tableView
tableView:deleteRow( 10 )
And here is my code:
local widget = require "widget"
display.setStatusBar(display.HiddenStatusBar)
local availableSections = {"Intro", "Verse", "Chorus", "Verse", "Chorus", "Interlude", "Breakdown", "Verse", "Chorus", "Outro"}
--listen for tableView press events
local function tableViewListener( event )
local phase = event.phase
local row = event.target
print(event.phase)
end
--render rows
local function onRowRender( event )
local phase = event.phase
local row = event.row
local rowTitle = display.newText(availableSections[row.index], 0, 0, system.nativeFont, 24)
rowTitle.x = row.x - (row.contentWidth * 0.5) + (rowTitle.contentWidth * 0.5) + 30
rowTitle.y = row.contentHeight * 0.5
rowTitle:setTextColor(1, 1, 1)
end
--handle row touches
local function onRowTouch( event )
local phase = event.phase
local row = event.target
print("Row " .. row.index .. " touched.")
if phase == "press" then
print("Touched row:", event.target.index)
end
end
-- Create a tableView
local list = widget.newTableView
{
width = display.contentWidth,
height = display.contentHeight,
--maskFile = "mask-410.png",
listener = tableViewListener,
onRowRender = onRowRender,
onRowTouch = onRowTouch,
}
-- Create rows
for i = 1, table.getn(availableSections) do
local isCategory = false
local rowHeight = display.contentHeight/table.getn(availableSections)
local rowColor =
{
default = { 255, 255, 255 },
}
local lineColor = { 220, 220, 220 }
-- Insert the row into the tableView
list:insertRow
{
isCategory = isCategory,
rowHeight = rowHeight,
rowColor = rowColor,
lineColor = lineColor,
}
end
Is there something I'm missing? Why would the text remain where it is while the table rows are scrollable?
You have to insert your objects into the row group.
row:insert(rowTitle)
I'm pretty new to lua as you can probably tell by the code, i'm trying to remove an object that says "Stop!" when the time runs out by using an event listener on a button object that's also created when the time runs out. This returns the error attempt to index global 'stopit' (a nil value). I declared it as a local var in the class that adds it to the screen so i'm not sure whats going on. I have organized and tried this several different ways and I can't get it to loop continually without randomly crashing either immediately or after one or two rounds of the game.
Here is the code:
display.setStatusBar(display.HiddenStatusBar)
local centerX = display.contentCenterX
local centerY = display.contentCenterY
local score = 0
local dextime;
local stopit;
local button3;
function newTarget(event)
timer.performWithDelay(100, function() display.remove(target) end)
transition.to(target, {time=99, xScale=.4, yScale=.4})
timer.performWithDelay(101, dexit)
score = score + 10
scoreTxt.text = ("Score:" .. score)
end
function dexit()
stopit = display.newImage("stop.png")
stopit.x = 300
stopit.y = 600
stopit.isVisible = false
button3 = display.newImage("button3.png")
button3:addEventListener("tap", removeitems)
button3.x = centerX
button3.y = centerY
button3.isVisible = false
target = display.newImage("target.png")
target.xScale = .25
target.yScale = .25
target.x = math.random(50, 550)
target.y = math.random(50, 750)
target:addEventListener("tap", newTarget)
local function removeitems(event)
stopit:removeSelf()
button3:removeSelf()
scoreTxt:removeSelf()
timerTxt:removeSelf()
timer.performWithDelay(500, setup)
dextime = 15
score = 0
end
timer.performWithDelay(15000, function() display.remove(target) end)
timer.performWithDelay( 15000, function() button3.isVisible = true end)
timer.performWithDelay(15000, function() stopit.isVisible = true end)
end
local function dexgo()
timer.performWithDelay(1000, function() dextime = dextime - 1 end, 15)
timer.performWithDelay(1001, function() timerTxt.text = ("Time:" .. dextime) end, 15)
dexit()
end
local function one2()
local one = display.newImage("1.png")
one.x = centerX
one.y = centerY
one.alpha = 0
transition.to(one, {time=1000, alpha =1, onComplete=dexgo})
timer.performWithDelay( 1000, function()
display.remove(one)
end, 1)
end
local function two2()
local two = display.newImage("2.png")
two.x = centerX
two.y = centerY
two.alpha = 0
transition.to(two, {time=1000, alpha =1, onComplete=one2})
timer.performWithDelay( 1000, function()
display.remove(two)
end, 1)
end
local function dexMode()
local three = display.newImage("3.png")
three.x = centerX
three.y = centerY
three.alpha = 0
timerTxt = display.newText("Time:" .. dextime,-1, centerX - 440, "Helvetica", 40)
scoreTxt = display.newText( "Score:" .. score, 440, -140, "Helvetica", 40)
display.remove(mode1)
display.remove(mode2)
display.remove(title)
transition.to(three, {time=1000, alpha =1, onComplete=two2})
timer.performWithDelay( 1000, function()
display.remove(three)
end, 1)
bg = nil
title = nil
mode1 = nil
mode2 = nil
end
function listener(event)
simpleMode()
end
function listener2(event)
dexMode()
end
function startGame()
transition.to( title, { time=2000, y=0, alpha=.9, onComplete=showTitle})
transition.to(bg, { time=2000, y=centerY, alpha=1})
transition.to(mode1, { time=2000, x=centerX, alpha=.9})
transition.to(mode2, { time=2000, x=centerX, alpha=.9})
end
function setup()
dextime = 15;
bg = display.newImage("background.png")
bg.yScale = 1.4
bg.alpha = 0
title = display.newImage("title.png")
title.x = centerX
title.y = -200
title.alpha = 0
mode1 = display.newImage("button1.png")
mode1.xScale = 1.23
mode1.yScale = 1.23
mode1.x = 800
mode1.y = 500
mode1.alpha = 0
mode2 = display.newImage("button2.png")
mode2.xScale = 1.23
mode2.yScale = 1.23
mode2.x = -200
mode2.y = 625
mode2.alpha = 0
mode1:addEventListener( "touch", listener )
mode2:addEventListener( "touch", listener2 )
startGame()
end
setup()
The usage of in stopit button3, scoreTxt and timerTxt in function removeitems(event) are globally scoped. When removeitems gets called in dexit it cannot see the local variables you declared in dexit.
The easiest solution is to make removeitems a closure by moving it into dexit:
function dexit()
local stopit = display.newImage("stop.png")
local button3 = display.newImage("button3.png")
local function removeitems(event)
stopit:removeSelf()
button3:removeSelf()
scoreTxt:removeSelf()
timerTxt:removeSelf()
timer.performWithDelay(500, setup)
end
-- ...
end
Try this:
if(stopit~=nil)then
stopit:removeSelf()
end
You are getting this error due to timer and transition. When you are removing an object without canceling timer or transition, it's calling in loop and getting nil value after removing once.
First of all you need to store all the timer and transition in array and release array while stoping game or changing scene. Then Reinitialize array again.
Ex: local timerId = {}
local TransitionID = {}
timerId[#timerId+1] = timer.performWithDelay(15000, function() display.remove(target) end)
TransitionID[#TransitionID+1] = transition.to(two, {time=1000, alpha =1, onComplete=one2})
When removing all the object remove timer and transition first.
for i = 1, #timerId do
timer.cancel(timerId[i])
timerId[i] = nil
timerId = {} //Initializing array
end
for j = 1, #transitionID do
transition.cancel(transitionID[j])
transitionID[j] = nil
transitionID = {}
end
I have a menu lua and when i choose 1 of the category (the "songselect" lua) and go back to the menu lua i got this error:
Runtime error
...ocuments\corona projects\singingbeemenu\director.lua:151: attempt to
call field 'unloadMe' (a nil value)
stack traceback:
[C]: in function 'unloadMe'
...ocuments\corona projects\singingbeemenu\director.lua:151: in function
'_listener
'
this is 1 of my category the songselect.lua
module(..., package.seeall)
display.setStatusBar( display.HiddenStatusBar )
function new()
local localGroup = display.newGroup()
local tableView = require("tableView")
local ui = require("ui")
--------------------------------------------------------------------------
local screenOffsetW, screenOffsetH = display.contentWidth - display.viewableContentWidth, display.contentHeight - display.viewableContentHeight
local songList
local backBtn
local detailScreenText
local background = display.newRect(0, 0, display.contentWidth, display.contentHeight)
background:setFillColor(0, 0, 0)
local data = {}
--iPad: setup a color fill for selected items
local selected = display.newRect(0, 0, 50, 50) --add acolor fill to show the selected item
selected:setFillColor(67,141,241,180) --set the color fill to light blue
selected.isVisible = false --hide color fill until neede
-----------------------------------------------
data[1] = {}
data[1].title = "Crazy Song"
data[1].subtitle = "by Bruno Earth"
data[1].image = "note.png"
data[2] = {}
data[2].title = "Enter Sunman"
data[2].subtitle = "by Mentalica"
data[2].image = "note.png"
local topBoundary = display.screenOriginY + 40
local bottomBoundary = display.screenOriginY + 0
songList = tableView.newList{
data=data,
default="listItemBg.png",
over="listItemBg_over.png",
top=topBoundary,
bottom=bottomBoundary,
callback = function( row )
local g = display.newGroup()
local img = display.newImage(row.image)
g:insert(img)
img.x = math.floor(img.width*0.5 + 6)
img.y = math.floor(img.height*0.5)
local title = display.newText( row.title, 0, 0, native.systemFontBold, 16 )
title:setTextColor(0,0,0)
g:insert(title)
title.x = title.width*0.5 + img.width + 6
title.y = 30
local subtitle = display.newText( row.subtitle, 0, 0, native.systemFont, 14 )
subtitle:setTextColor(80,80,90)
g:insert(subtitle)
subtitle.x = subtitle.width*0.5 + img.width + 6
subtitle.y = title.y + title.height + 6
return g
end
}
local function scrollToTop()
songList:scrollTo(topBoundary-1)
end
local navBar = display.newImage("navBar.png")
navBar.x = display.contentWidth*.5
navBar.y = math.floor(display.screenOriginY + navBar.height*0.5)
local navHeader = display.newText("Song Lists", 0, 0, native.systemFontBold, 16)
navHeader:setTextColor(255, 255, 255)
navHeader.x = display.contentWidth*.5
navHeader.y = navBar.y
--Setup the back button
local backToMenu = function(event)
print (event.phase)
if event.phase == 'ended' then
print ("ok")
director:changeScene(event.target.scene, "fade")
print ("back!")
end
end
backBtn = display.newImage("backButton.png")
backBtn.x = math.floor(backBtn.width/2) + backBtn.width + screenOffsetW
backBtn.y = navBar.y
backBtn.scene = "menu"
backBtn:addEventListener("touch", backToMenu)
--backBtn.alpha = 0
local listBackground = display.newRect( 0, 0, songList.width, songList.height )
listBackground:setFillColor(255,255,255)
songList:insert(1,listBackground)
return localGroup
end
is it impossible the go back method in lua?
can anyone can help me and give an idea why i got the error?
thanks in advance...
I got this, i change my director.lua to the latest version...
Try this Lua file to solve your problem.