I am trying to understand how to efficiently remove scene objects once a scene is destroyed. According to corona docs objects can be inserted to self.view in order to clean them up once a scene is destroyed.
Here is my code that I am trying
local composer = require( "composer")
local scene = composer.newScene()
local rects={}
local rectsNum = 0
local rectsCount = 0
local rectsTimer
local sceneGroup
local function rectTransComplete( obj )
print("rectTransComplete .. called")
rectsCount = rectsCount + 1
if rectsCount == 3 then
composer.removeScene("scene2")
end
end
local function spawnRect( )
print("inside spawnrects")
rectsNum = rectsNum + 1
rects[rectsNum] = display.newRect( display.contentWidth/2, 100, 100, 100)
rects[rectsNum]:setFillColor( 1,1,1 )
rects[rectsNum].id = numRect
rects[rectsNum].transition = transition.to( rects[rectsNum], {time = 9000, y = display.contentHeight + 100,
onComplete = rectTransComplete
} )
sceneGroup:insert( rects[rectsNum] )
end
function scene:create( event )
sceneGroup = self.view
end
function scene:show(event)
print("inside create")
if event.phase == "did" then
rectsTimer = timer.performWithDelay( 1000, spawnRect, -1 )
end
end
function scene:hide( event )
-- body
end
function scene:destroy( event )
timer.cancel( rectsTimer )
print("scene Destroyed")
end
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
return scene
I seems to work fine since all the rectangles are removed from the screen once the scene is destroyed but I see the app printing messages "rectTransComplete .. called" even after the scene is destroyed. Why is it so and why are the transitions not automatically cancelled once the objects are removed. Do I need to cancel all transitions manually by iterating through all the rectangles and cancel each transition. What about the rects table as it also contains references to the rects. Should I manually clean it up. If I need to manually clean everything (or most of the things), what exactly is the benefit of using self.view
Just a note, you will also have the same problem if you ever use Runtime events to propagate events to your display objects.
I had the same issue a few days ago, there are 2 ways to approach this:
Method 1: You keep a reference to the opened transitions, iterate through all your references and call transition.cancel(transitionReference) on them.
Method 2: You create a listener in your rectangles objects, send a runtime event to the rectangles object when the scene is destroyed that triggers the listener, and inside the listener you "cancel" the transition linked to current rectangle (transition.cancel(rectangle))
You can have a look at this article if you need a howto to work with runtime events: http://www.engelteddy.com/softwaredevelopment/mobiledevelopment/observer-pattern-corona-sdk/
You need to call transition.cancel() in scene:destroy function.
Related
I'm working on an app in lua using Corona SDK.
I'm trying to go from my buildscene2 to my mainbuildscene, and I am successfully calling the new scene, but the objects from buildscene2 are not being removed. I have added the code to remove the previous scene, in the mainbuildscene.lua file. I've tried adding it in scene:create() and in scene:show(). Neither worked. This exact method has worked for me when transitioning from other scenes in the same application. What I've done here is created a function that uses composer.gotoScene("mainbuildscene") and then called the function when a button is pressed. I have a bunch of random prints in there just to see if the code is being read. It is.
I've looked for other people having this problem. Plenty of people have experienced this, but none of their solutions have worked for me. I've tried moving the event listener for when the next button is pressed to inside the snapTo function and then back out. If the listener is outside, it gives me an error.
Also, I know that the problem is not when I'm calling the new scene, because I put in a random picture to test if the objects from that scene would show up, and they did, except they were overtop of the objects from buildscene2. I even tried adding a function into the second scene that, when called, destroys the first scene. Didn't work.
Unless I did something wrong, all my display objects in buildscene2 are added to the group.
Here's my buildscene2 file. This is the file I'm transitioning away from and trying to destroy.
local composer = require( "composer" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------------------------------------
-- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called.
-- -----------------------------------------------------------------------------------------------------------------
-- local forward references should go here
-- ------------------------------------------------------------------------------
-- "scene:create()"
function scene:create( event )
local sceneGroup = self.view
-- Initialize the scene here.
-- Example: add display objects to "sceneGroup", add touch listeners, etc.
local group = display.newGroup()
composer.removeScene("thirdscene")
----------EMPTY BOXES
local itemFrame1=display.newImageRect("images/selection-box.png", 200,200)
itemFrame1.x=140
itemFrame1.y=130
group:insert(itemFrame1)
local itemFrame2=display.newImageRect("images/selection-box.png", 200,200)
itemFrame2.x=387
itemFrame2.y=130
group:insert(itemFrame2)
local itemFrame3=display.newImageRect("images/selection-box.png", 200,200)
itemFrame3.x=635
itemFrame3.y=130
group:insert(itemFrame3)
---------------HEADS
local robotHead=display.newImageRect("images/robot-head.png", 195,180)
robotHead.x=137
robotHead.y=130
robotHead.rotation = 180
robotHead.headtype=1
local rabbitHead=display.newImageRect("images/rabbit-head.png", 200, 180)
rabbitHead.x=387
rabbitHead.y=130
rabbitHead.rotation = 180
rabbitHead.headtype=2
local dinoHead=display.newImageRect("images/dino-head.png", 210, 190)
dinoHead.x=665
dinoHead.y=140
dinoHead.rotation = 180
dinoHead.headtype=3
-------------------OTHER
local nextButton=display.newImageRect("images/donebutton.png", 130, 130)
nextButton.x=140
nextButton.y=710
group:insert(nextButton)
nextButton.isVisible = false
local nextText=display.newText("NEXT", 100,100, native.systemFontBold, 40)
nextText.x=140
nextText.y=710
nextText:setTextColor (0,0,0)
group:insert(nextText)
function snapTo (event)
function makeVisible (event)
nextButton.isVisible = true
end
if event.phase == "began" then
event.target.markX = event.target.x -- store x location of object
event.target.markY = event.target.y -- store y location of object
torsoPlaced=event.target.torsoName
end
function addHeadsToGroup (event)
group:insert(robotHead)
group:insert(rabbitHead)
group:insert(dinoHead)
end
if event.phase == "moved" then
local x = (event.x - event.xStart) + event.target.markX
local y = (event.y - event.yStart) + event.target.markY
event.target.x, event.target.y = x, y -- move object based on calculations above
function demolish1 (event)
robotHead.x = 1000
robotHead.y = 900
robotHead.width = 10
robotHead.length = 10
robotHead.isVisible = false
group:insert(robotHead)
local staticRobot = display.newImageRect("images/robot-head.png", 195, 180)
staticRobot.x=137
staticRobot.y=130
staticRobot.rotation = 180
group:insert(staticRobot)
end
function demolish2 (event)
rabbitHead.x = 1000
rabbitHead.y = 900
rabbitHead.width = 10
rabbitHead.length = 10
rabbitHead.isVisible = false
group:insert(rabbitHead)
local staticRabbit = display.newImageRect("images/rabbit-head.png", 200, 180)
staticRabbit.x=387
staticRabbit.y=130
staticRabbit.rotation = 180
group:insert(staticRabbit)
end
function demolish3 (event)
dinoHead.x = 1000
dinoHead.y = 900
dinoHead.width = 10
dinoHead.length = 10
dinoHead.isVisible = false
group:insert(dinoHead)
local staticDino = display.newImageRect("images/dino-head.png", 210, 190)
staticDino.x=665
staticDino.y=140
staticDino.rotation = 180
group:insert(staticDino)
end
if (event.target.headtype == 1) then
event.target.width = 220
event.target.height = 200
if event.target.y > 400 then
event.target.isVisible = false
local newHead1 = display.newImageRect("images/robot-head.png",220, 200)
newHead1.x=150
newHead1.y=500
newHead1.rotation = 270
end
addHeadsToGroup()
makeVisible()
demolish2()
demolish3()
end
if (event.target.headtype == 2) then
event.target.width = 340
event.target.height = 240
if event.target.y > 400 then
event.target.isVisible = false
local newHead2 = display.newImageRect("images/rabbit-head.png",340, 240)
newHead2.x=140
newHead2.y=500
newHead2.rotation = 270
end
addHeadsToGroup()
makeVisible()
demolish1()
demolish3()
end
if (event.target.headtype == 3) then
event.target.width = 280
event.target.height = 250
if event.target.y > 400 then
event.target.isVisible = false
local newHead3 = display.newImageRect("images/dino-head.png",280, 250)
newHead3.x=140
newHead3.y=540
newHead3.rotation = 270
end
addHeadsToGroup()
makeVisible()
demolish1()
demolish2()
end
local function nextButtonClicked2 (event)
if event.phase=="ended" then
function sceneChange (event)
composer.gotoScene("mainbuildscene")
print("jererefs")
end
print("egsijegij")
sceneChange()
end
end
nextButton:addEventListener("touch", nextButtonClicked2)
end
end--end of snapTo
robotHead:addEventListener( "touch", snapTo)
rabbitHead:addEventListener( "touch", snapTo)
dinoHead:addEventListener("touch", snapTo)
end -- end
-- "scene:show()"
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is still off screen (but is about to come on screen).
elseif ( phase == "did" ) then
-- Called when the scene is now on screen.
-- Insert code here to make the scene come alive.
-- Example: start timers, begin animation, play audio, etc.
end
end
-- "scene:hide()"
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is on screen (but is about to go off screen).
-- Insert code here to "pause" the scene.
-- Example: stop timers, stop animation, stop audio, etc.
elseif ( phase == "did" ) then
-- Called immediately after scene goes off screen.
end
end
-- "scene:destroy()"
function scene:destroy( event )
local sceneGroup = self.view
-- Called prior to the removal of scene's view ("sceneGroup").
-- Insert code here to clean up the scene.
-- Example: remove display objects, save state, etc.
end
---------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- ------------------------------------------------------------------ -------------
return scene
Here's my mainbuildscene file, the file I'm trying to load. It's loading in but the previous scene isn't going away.
local composer = require( "composer" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------------------------------------
-- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called.
-- -----------------------------------------------------------------------------------------------------------------
-- local forward references should go here
-- -------------------------------------------------------------------------------
-- "scene:create()"
function scene:create( event )
local sceneGroup = self.view
function removeTheScene (event)
print("this is not working, unless it is...?")
composer.removeScene("buildscene2")
end
removeTheScene()
-- Initialize the scene here.
-- Example: add display objects to "sceneGroup", add touch listeners, etc.
local group=display.newGroup()
--
--
local picture=display.newImageRect("images/bee-torso.png", 100, 100)
picture.x=display.contentCenterX
picture.y=display.contentCenterY
group:insert(picture)
end
-- "scene:show()"
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is still off screen (but is about to come on screen).
elseif ( phase == "did" ) then
-- Called when the scene is now on screen.
-- Insert code here to make the scene come alive.
-- Example: start timers, begin animation, play audio, etc.
end
end
-- "scene:hide()"
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is on screen (but is about to go off screen).
-- Insert code here to "pause" the scene.
-- Example: stop timers, stop animation, stop audio, etc.
elseif ( phase == "did" ) then
-- Called immediately after scene goes off screen.
end
end
-- "scene:destroy()"
function scene:destroy( event )
local sceneGroup = self.view
-- Called prior to the removal of scene's view ("sceneGroup").
-- Insert code here to clean up the scene.
-- Example: remove display objects, save state, etc.
end
-- -------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -------------------------------------------------------------------------------
return scene
Please let me know what I did wrong or give me any advice you can. Thanks for reading.
You must add them to "sceneGroup". You are adding all the object into your own group but they should be added to the "sceneGroup".
In buildscene2.lua remove these lines:
local group = display.newGroup()
composer.removeScene("thirdscene")
And make sure you add all your display object into the sceneGroup, and not the group:
Change this group:insert(itemFrame1) to this sceneGroup:insert(itemFrame1) but for all your display objects and on all your scenes.
If you're planning to reuse the scene (i.e. being able to go back and forth) you don't need to use the removeScene because Corona handles all the display objects belonging to the scenes i.e. when you go from Scene A to Scene B Corona will automatically move away the display objects belonging to Scene A from the screen and move the display objects belonging to Scene B to the screen.
I have a lot of difficulties with composer...it's not so easy!
My previous scene is "game" (game.lua) everything is ok
When i go to my scene "recolt" with this snippet inside my game lua :
local function goTo()
print("gotoscene")
composer.gotoScene( "recolt", { time = 1000, effect = "fromRight", params = params } )
end
timer.performWithDelay( 1000, goTo )
:The problem is that i see my previous scene behind my recolt scene and i can't see my background but i see my circle who's moving ??? however my sceneGroup is correct :
sceneGroup:insert(background,circle)
When i do :
sceneGroup:insert(circle,background)
I see my background who hide my previous scene and my circle. > behavior expected
What's wrong? i would like to see my background and my circle in y "recolt" scene. Could you help me ? Thanks a lot...Below the snippet "recolt.lua".
--recolt.lua
local composer = require( "composer" )
local scene = composer.newScene()
function scene:create( event )
local sceneGroup = self.view
params = event.params
local background=display.newImageRect("back02.png",display.contentWidth*.5,d isplay.contentHeight*.5,320,480)
background.x,background.y=display.contentWidth*.5,display.contentHeight*.5
background.xScale,background.yScale=2,2
background.alpha=1
local circle = display.newCircle(120,100,100)
sceneGroup:insert(background,circle)
timeT=150
local function tr4()
transition.to(circle,{time=timeT,x=200,y=300,alpha=1,transition=easing.linear, xScale=1,yScale=1})
end
local function tr3()
transition.to(circle,{time=200,x=100,y=300,transition=easing.linear, xScale=.2 ,yScale=.5,onComplete=tr4})
end
local function tr2()
transition.to(circle,{time=200,x=200,y=295,transition=easing.linear, xScale=.2 ,yScale=.2,alpha=.2,onComplete=tr3})
end
local function tr1()
transition.to(circle,{time=timeT,x=300,y=300,transition=easing.linear, xScale= .5,yScale=.5,onComplete=tr2})
end
timer.performWithDelay(700,tr1,-1)
end
function scene:show( event )
local sceneGroup = self.view
params = event.params
if event.phase == "did" then
--physics.start()
end
end
function scene:hide( event )
local sceneGroup = self.view
if event.phase == "will" then
--
-- Remove enterFrame listeners here
--
--physics.stop()
end
end
function scene:destroy( event )
local sceneGroup = self.view
end
---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
return scene
You need to check the docs: object:insert()
The problem is you can only add 1 object into the scene with insert() function, so you only need to change
sceneGroup:insert(background,circle)
to
sceneGroup:insert(background)
sceneGroup:insert(circle)
The order matters, the first object you create go back in the scene.
So, I have a program that is using the corona storyboard.
There is scene 1 where the user can type something in a textbox at and there is also another scene, scene 2 where I have some text. The problem is that when the user goes away from the scene with the textbox, the textbox still appears on the screen. I've tried using removeSelf() which does delete it. But the problem is that the textbox is gone forever if i use removeSelf(), even when the user goes back to scene 1, it's still gone!
How could I fix this? Here is the code for scene 1:
--
-- view1.lua
--
-----------------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
function scene:createScene( event )
local group = self.view
local bg = display.newRect( 0, 0, display.contentWidth, display.contentHeight )
bg:setFillColor(0,255,0 ) -- green
local title = display.newText( "Second View", 0, 0, native.systemFont, 32 )
title:setTextColor( 0 ) -- black
title:setReferencePoint( display.CenterReferencePoint )
title.x = display.contentWidth * 0.5
title.y = 125
local summary = display.newText( "Loaded by the first tab 'onPress' listener\n— specified in the 'tabButtons' table.", 0, 0, 300, 300, native.systemFont, 14 )
summary:setTextColor( 0 ) -- black
summary:setReferencePoint( display.CenterReferencePoint )
summary.x = display.contentWidth * 0.5 + 10
summary.y = title.y + 215
local function textListener( event )
if ( event.phase == "began" ) then
-- user begins editing text field
print( event.text )
elseif ( event.phase == "ended" ) then
-- text field loses focus
elseif ( event.phase == "ended" or event.phase == "submitted" ) then
-- do something with defaulField's text
elseif ( event.phase == "editing" ) then
print( event.newCharacters )
print( event.oldText )
print( event.startPosition )
print( event.text )
end
end
-- Create our Text Field
defaultField = native.newTextField( 150, 150, 180, 30 )
defaultField:addEventListener( "userInput", textListener )
-- all objects must be added to group (e.g. self.view)
group:insert( bg )
group:insert( title )
group:insert( summary )
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
-- do nothing
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 listenets, unload sounds, etc.)
end
-- If scene's view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene( event )
local group = self.view
-- INSERT code here (e.g. remove listeners, remove widgets, save state variables, 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 whenever 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
So maybe you could use alpha to hide all elements in group?
group.alpha=0
You need to add the text box on the scene:enterScene method and remove it on the scene:exitScene.
Corona calls createScene only once, when creating the scene, but it calls enterScene and exitScene when the scene moves in or out of the stack. These are the places to create/remove elements.
For more information about screen management in corona you can read this. It's main focus is about cleaning up resources used in a scene and the examples are about sounds, but it applies to what you're trying to do and explains a little the Scene Management in Corona.
I have 2 scenes: One main scene with a button, and another scene with only 1 text.
button action in Main Scene:
local options =
{
effect = "fade",
time = 400,
params =
{
sample_var = "anything",
custom = "you want",
data = "here"
}
}
storyboard.showOverlay("inventory", options)
The Overlay Scene:
local storyboard = require("storyboard")
local scene = storyboard.newScene()
function scene:createScene( event )
local group = self.view
local title = display.newText("Inventory", 20, 20, native.systemFont, 16)
title:setTextColor(255,0,0)
group:insert(title)
end
function scene:enterScene( event )
print("enterScene")
end
function scene:exitScene( event )
print("exitScene")
end
function scene:destroyScene( event )
print("destroyScene")
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
return scene
After pressed the "button", nothing happens (no error). Main Scene is still active & accessible. According to official documentation, a scene should appear after pressing the button.
What did I miss?
Note: Both scene has similar structure (using Storyboard), and button as main scene is created with the following codes:
function scene:createScene( event )
btnInventory = display.newImage("images/btn_right.png", 320, 600)
btnInventory:addEventListener("tap", openInventory)
end
where openInventory is the first code listing.
Should work, I just tried it.
So perhaps you have a typo in the scene file name or is it in a sub-folder ?
If it's in a sub-folder you've got to call :
storyboard.showOverlay("mysubfolder.inventory", options)
End up I found out that the Ceramic Tile Map covers everything (it's just like on topmost layer). If the map is removed, the overlay works fine.
p.s. I found that Director module is easier to use than Storyboard. I switched to it.
How can i clear all objects out of 'game.lua, when i leave the game scene all the data is still on the screen, how can i remove everything when i leave and reset it back to the start position when i go back to 'game.lua' ?
game.lua:
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
_W = display.contentWidth
_H = display.contentHeight
system.setIdleTimer(false); -- Prevent the app from becoming suspended
local physics = require "physics"
physics.start()
clouts = true
score = 0
speeda1 = 100
speedb1 = 150
function scene:createScene( event )
local group = self.view
end
function scene:enterScene( event )
local group = self.view
--start drop zone
if clouts then
local badclout1 = {}
local bad1Group = display.newGroup()
local function spawnBC1()
local badclouts1 = display.newImage("BCloud1.png")
badclouts1.x = math.random(0, _W)
physics.addBody( badclouts1, "dynamic", { density=.1, bounce=.1, friction=.2, radius=45 } )
badclouts1.name = "BCloud1"
badclouts1.bodyType = "kinematic"
badclouts1.isSensor = true
badclouts1.y = math.random(-100, -50)
badclouts1.index = #badclout1 + 1
bad1Group:insert(badclouts1)
badclouts1.rotation = math.random(-10,10) -- Rotate the object
badclouts1:setLinearVelocity(0, math.random(speeda1, speedb1)) -- Drop down
badclout1[badclouts1.index] = badclouts1
tmrSpawn1 = timer.performWithDelay(math.random(spawna, spawnb), spawnBC1)
return badclouts1
end
tmrSpawn1 = timer.performWithDelay(math.random(1000, 10000), spawnBC1)
local function removeBomb()
for i, v in pairs(badclout1) do
if badclout1[i].y >1000 then
badclout1[i]:removeSelf()
badclout1[i] = nil
end
end
end
Runtime:addEventListener("enterFrame", removeBomb)
end
-- end drop zone
local function speatTimer()
speeda1 = speeda1+1
speedb1 = speedb1+1
end
local mainTimer = timer.performWithDelay( 550, speatTimer, 200 )
function gameOver()
storyboard.gotoScene("restart", "fade", 400)
end
end
function scene:exitScene( event )
local group = self.view
Runtime:removeEventListener( "collision", onCollision )
Runtime:removeEventListener("accelerometer", onTilt)
Runtime:removeEventListener("enterFrame", removeBomb)
end
function scene:destroyScene( event )
local group = self.view
end
function scene:overlayEnded( event )
local group = self.view
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
scene:addEventListener( "overlayEnded", scene )
return scene
Regards Kevin,
if you are using storyboard and want to reset all the values you can remove the scene before you go to another scene so when you go again to the same scene all will be created
function scene:exitScene( event )
local group = self.view
Runtime:removeEventListener( "collision", onCollision )
Runtime:removeEventListener("accelerometer", onTilt)
Runtime:removeEventListener("enterFrame", removeBomb)
storyboard.removeScene("SCENE TO REMOVE")
end
or do this after you go to the scene
function scene:enterScene( event )
storyboard.removeScene("SCENE TO REMOVE")
end
here's the link on how to implement it.
http://www.coronalabs.com/blog/2012/07/31/storyboard-scene-purging-vs-removal/
There are two way to reset back your object positions and variable data
The first one is to create a function like this
function resetGame()
--your initial position and data values here
end
And call it whenever you need to reset your game but you will manually code the reset values.
The second one is by creating a dummy scene. A dummy scene is a scene that will redirect you again to the game scene like this
Dummy Scene
function scene:createScene( event )
local group = self.view
storyboard.gotoScene( "scenes.Game" ) --scene/Game.lua
end
to reset the values of your objects and variables, but don't forget to remove all of the listeners and put it on the exitScene() function when you go to the dummy scene.
Since you are using storyboard, why not simply insert all your display objects into group:
group:insert(someobject)
and let the scene manager do the work for you. By not creating the scene in scene:createScene() your ability to transition the screen won't work. By not putting things into the group, it can't remove them for you when the scene goes away.