Why is Corona not reloading the scene? - lua

I try to make a card game that will change scenes when the player touches on the card but the initial page does not load again.
My code follows:
main.lua
local storyboard = require("storyboard")
local background = display.newImage("Icon-72.png")
storyboard.gotoScene("level1")
level1.lua
local storyboard = require("storyboard")
local level1 = storyboard.newScene()
function level1:createScene( event )
print("level 1 create scene")
local group = self.view
local x = 3
group:insert(display.newText(x,40,50))
-- body
local card = display.newImage("Icon-Small.png")
card.x = 50 ; card.y = 150
group:insert(card)
function card:touch(event )
display.remove(card)
storyboard.gotoScene("level2")
end
card:addEventListener("touch",card)
end
function level1:enterScene( event )
local group = self.view
local card = display.newImage("Icon-Small.png")
card.x = 50 ; card.y = 150
group:insert(card)
function card:touch(event )
display.remove(card)
storyboard.gotoScene("level2")
end
card:addEventListener("touch",card)
-- body
end
level1:addEventListener("createScene",level1)
level1:addEventListener("enterScene",level1)
return level1
level 2 :
local storyboard = require("storyboard")
local level2 = storyboard.newScene()
function level2:createScene( event )
print("level2 create")
local group = self.view
storyboard.purgeScene("level1")
storyboard.gotoScene("level1")
end
level2:addEventLister("createScene",level2)
return level2

You have a typo at the bottom of level2.lua:
level2:addEventLister("createScene",level2)
Should be:
level2:addEventListener("createScene",level2)

Related

Adding objects to group in loop in Lua

So I want to add my coin object to my gameGroup via a loop,instead of adding each one manually line by line
What I'm trying to do now clearly would not work because you can't add a string to group of objects
Is there a way to do this?
local coin1 = getCoin(6000,500)
local coin2 = getCoin(850,550)
local coin3 = getCoin(980,550)
local coin4 = getCoin(1900,550)
local coin5 = getCoin(2850,380)
local coin6 = getCoin(3199,486)
local coin7 = getCoin(3543,455)
local coin8 = getCoin(3780,380)
local coinOverlay1 = display.newRect( 850,550,80,80 )
physics.addBody( coinOverlay1, { bounce=0 } )
coinOverlay1.isVisible = false
gameGroup:insert(coinOverlay1)
sceneGroup:insert( coinGroup )
coinGroup:insert( coin1 ) -- Not this would take up too many lines for each coin,there will be over 40 coins
coinGroup:insert(coin2)
camera:add( coinGroup, 1 )
for i=1,8 do
local test_1 = "coin"
local test_2 = i
local test_3 = "coin"..test_2
print (test_3)
coinGroup:insert(test_3)
end
something like this?
coins = {
{6000,500},
{850,550},
{980,550},
{1900,550},
{2850,380},
{3199,486},
{3543,455},
{3780,380}
}
for i,v in ipairs(coins) do
coinGroup:insert(getCoin(v[1],v[2]))
end

Director Error : The scene name must be a string. scene = nil. CORONA SDK

I am trying my first application in corona using director class but facing problem in my initial code here's my code:
_W = display.contentWidth
_H = display.contentHeight
local director = require("director")
local mainGroup = display.newGroup()
local main = function ()
mainGroup:insert(director.directorView)
director.changeScene("splashscreen")
return true
end
main()
And here is my splashscreen code:
module(..., package.seall)
function new()
local localGroup = display.newGroup ( );
local bgImage = display.newImageRect ( "splash_screen_images.png", _W, _H );
bgImage:setReferencePoint(display.CentreRefrencePoint);
bgImage.x = _W/2;
bgImage.y = _H/2;
localGroup:insert(bgImage);
local delayTimer = timer.performWithDelay ( 3000, changeScreen, 1 )
local function changeScreen1
director:changeScene("meuscreen");
timer.cancel ( delayTimer );
end
return localGroup
end
I am not able to run this code, always getting this error:
Director Error : The scene name must be a string. scene = nil
In your main.lua page, replace the following:
director.changeScene("splashscreen")
with:
director:changeScene("splashscreen")
Note that dot(.) is changed to colon(:)

Lua/Corona Attempt to Index a Boolean Value

It looks like I am having problems with transitioning from my level select page to my first level. I think it might be that I am missing something in my level 1, but I don't know exactly.
levelSelect.lua
module(..., package.seeall)
local director = require ("director")
local physics = require("physics")
physics.start()
local widget = require( "widget" )
-- Function to handle button events
local function handleButtonEventLevel1( event )
local phase = event.phase
if "ended" == phase then
director:changeScene("lvl1")
end
end
--local function goLevel1()
--director:changeScene("lvl1")
--return true
--end
--widget.newButton:addEventListener("tap", goLevel1)
local function handleButtonEventToPage( event )
local phase = event.phase
if "ended" == phase then
director:changeScene("page")
end
end
-- Main function - MUST return a display.newGroup()
function new()
local localGroup = display.newGroup()
local background = display.newImage("bigtestsky.png")
background.x=150
background.y=250
local myButton = widget.newButton
{
left = 25,
top = 25,
width = 100,
height = 50,
defaultFile = "default.png",
overFile = "over.png",
label = "1",
font = "LS",
fontSize = 20,
labelColor = { default = {0,0,50}, over = {0,0,255} },
onEvent = handleButtonEventLevel1,
}
local myButton = widget.newButton
{
left = 25,
top = 415,
width = 100,
height = 50,
defaultFile = "default.png",
overFile = "over.png",
label = "BACK",
font = "LS",
fontSize = 20,
labelColor = { default = {0,0,50}, over = {0,0,255} },
onEvent = handleButtonEventToPage,
}
return localGroup
end
lvl1.lua
local physics = require("physics")
physics.start()
local widget = require( "widget" )
(This is what I mean about missing something in the first level. Could someone please help?)
stack traceback:
[C]: ?
.../myName/Desktop/Bubbles! App/director.lua:116: in function 'loadScene'
.../myName/Desktop/Bubbles! App/director.lua:394: in function 'changeScene'
...myName/Desktop/Bubbles! App/levelSelect.lua:14: in function '_onEvent'
?: in function '?'
?: in function <?:405>
?: in function <?:218>
These are due to some issues with your class: lvl1.lua.
If such error occurs, open director.lua analyse the error return line. This will help you to find what the real problem is.
Here, you must write more lines in your lvl1.lua as below:
module(...,package.seeall) -- If this line is not written, then the package will not be loaded.
function new() -- Module 'lvl1' must have a new() function
local localGroup = display.newGroup() -- The scene should create a display group
local physics = require("physics")
physics.start()
local widget = require( "widget" )
print("Inside lvl1...")
return localGroup; -- And the scene should return the previously created display group.
end
Keep Coding.............. :)

Corona SDK: Displaying Word from Table

OK my first question was too vague so I'm going to start simple here. I am trying to get a random word from a table in another lua file (content.lua). I have gotten the code to run without errors but cannot get a word to display on the screen or via print in the command console. What am I missing?
game.lua
--lua for game
--Loading the local variables
--creates the storyboard variable and calls the storyboard api
local storyboard = require ("storyboard")
--calls the mydata.lua module
local myData = require( "mydata" )
--calls the sfx.lua where sounds are stored
local sfx = require( "sfx" )
--calls the operations.lua
local operations = require("operations")
local content = require("content")
local playOrder
local wordGraphic
local currQuestion = 1
local homeButton
--tells storyboard to create a new scene
local scene = storyboard.newScene()
function scene:createScene(event)
local gameScreen = self.view
--creates a transparent background image centered on the display
local gameBackground = display.newImage("images/graphics/jungle1.jpg")
gameBackground.x = display.contentWidth/2
gameBackground.y = display.contentHeight/2
gameScreen:insert(gameBackground)
homeButton = display.newImage("images/buttons/home.png")
homeButton.alpha = .8
homeButton.y = 70
gameScreen:insert(homeButton)
playOrder = operations.getRandomOrder(#content)
end
local function onHomeTouch(event)
if event.phase == "began" then
storyboard.gotoScene("start")
end
end
function scene:enterScene(event)
homeButton:addEventListener("touch", onHomeTouch)
audio.play(sfx.Bkgd)
--uses the operations.lua to get words in a random order from the content.lua
--shows a random word from the content.lua table
function showWord()
local word = content[playOrder[currQuestion]].word
print(word)
wordGraphic = self.view
wordGraphic:insert(word)
wordGraphic.x = display.contentWidth/2
wordGraphic.y = display.contentHeight/2
end
end
--next question function which clears the screen and loads a new random word
function scene:exitScene(event)
homeButton:removeEventListener("touch", onHomeTouch)
end
function scene:destroyScene(event)
end
--the actual event listeners that make the functions work
scene:addEventListener("createScene", scene)
scene:addEventListener("enterScene", scene)
scene:addEventListener("exitScene", scene)
scene:addEventListener("destroyScene", scene)
return scene
Here is the operations.lua that gets the random order function
--operations.lua
module(..., package.seeall)
--function to get a random piece of data
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
This is where the words I am attempting to display are stored. I did not include all of them.
--content.lua
return {
{
id = "after",
word = "after"
},
{
id = "again",
word = "again"
},
{
id = "an",
word = "an"
},
{
id = "any",
word = "any"
},
{
id = "ask",
word = "ask"
},
{
id = "as",
word = "as"
},
{
id = "by",
word = "by"
}
}
You're not calling showWord in any of the code that you've shown so far. This is probably why it isn't even printing to the console. The function is just contained within scene:enterScene and exits to the outer scope, defining itself as a global variable when enterScene is called.

Changing Scenes in Corona objects stay on screen

I have been modifying code from the memory match game to use scenes, sounds, and a 2d table. Adding the scenes has been the hard part. I have it set up to randomly select items from my 2d table. Load those into a temporary table, shuffle them shuffle(), then boardSet(); to load their sounds and place them on the screen. Basically after the game is over I want the scene to reload or go back to the menu to start again. Selecting random data{} elements over and over.
I have tried returning to the menu, or going to a duplicate scene however I can't seem to correctly unload the objects created by my 2d array, as I can't properly add each item into a display group. I have tried everything I can think of. Right now my game loop is setup to add the play again btn that I want to restart the game after one match is found.
This link was a start in the right direction I believe with information about dealing with tables and groups. I still don't know how to cycle thru my 2d table to include everything in a group and then properly unload it.
http://developer.coronalabs.com/content/application-programming-guide-graphics-and-drawing#Variable_References
---------------------------------------------------------------------------------
--
-- level1.lua
--
---------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local widget = require "widget"
---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
local image, text1, text2, text3, memTimer
-- forward declarations and other locals
local againBtn
-- 'onRelease' event listener for playBtn
local function onPlayBtnRelease()
-- go to level1.lua scene
storyboard.gotoScene( "menu", "fade", 500 )
return true -- indicates successful touch
end
-- Preload the sound file (needed for Android)
--
local playBeep = function( testSound )
media.playEventSound( testSound )
end
---Preload sounds
ki = audio.loadSound("ki-nawaneyoo.mp3")
u = audio.loadSound("u.mp3")
mayuhoo = audio.loadSound("mayuhoo.mp3")
--End Sound Test
--Set Global width and height variables
_W = display.contentWidth;
_H = display.contentHeight;
---Count number of correct matches
local matchCount = 0;
--Hide status bar
display.setStatusBar(display.HiddenStatusBar);
--Declare a totalButtons variable to track number of buttons on screen
local totalButtons = 0
--Declare variable to track button select
local secondSelect = 0
local checkForMatch = false
--Declare Data Table
local data = {}
--Load objects into data
data[1] = {}
data[1].title = "Naka"
data[1].subtitle = "a"
data[1].image = "a.png"
data[1].image1 = "ear.png"
data[1].sound = "naka-ear.caf"
data[1].sound1 = "naka-ear.mp3"
data[2] = {}
data[2].title = "Aapuhu"
data[2].subtitle = "aa"
data[2].image = "aa.png"
data[2].image1 = "eyebrow.png"
data[2].sound = "aapuhu-eyebrow.caf"
data[2].sound1 = "aapuhu-eyebrow.mp3"
data[3] = {}
data[3].title = "Ego"
data[3].subtitle = "Ego"
data[3].image = "e.png"
data[3].image1 = "tongue.png"
data[3].sound = "ego-tongue.caf"
data[3].sound1 = "ego-tongue.mp3"
data[4] = {}
data[4].title = "Kamoo"
data[4].subtitle = "kamoo"
data[4].image = "ee.png"
data[4].image1 = "chin.png"
data[4].sound = "kamoo-chin.caf"
data[4].sound1 = "kamoo-chin.mp3"
data[5] = {}
data[5].title = "Kowpa"
data[5].subtitle = "ego"
data[5].image = "leg.png"
data[5].image1 = "leg.png"
data[5].sound = "kowpa-leg.caf"
data[5].sound1 = "kowpa-leg.mp3"
data[6] = {}
data[6].title = "Mae"
data[6].subtitle = "kwa"
data[6].image = "hand.png"
data[6].image1 = "hand.png"
data[6].sound = "mae-hand.caf"
data[6].sound1 = "mae-hand.mp3"
data[7] = {}
data[7].title = "Nodo"
data[7].subtitle = "kwe"
data[7].image = "kwe.png"
data[7].image1 = "throat.png"
data[7].sound = "nodo-throat.caf"
data[7].sound1 = "nodo-throat.mp3"
data[8] = {}
data[8].title = "Matogo"
data[8].subtitle = "kwe"
data[8].image = "kwe.png"
data[8].image1 = "thumb.png"
data[8].sound = "matogo-thumb.caf"
data[8].sound1 = "matogo-thumb.mp3"
data[9] = {}
data[9].title = "Matzehe"
data[9].subtitle = "kwe"
data[9].image = "kwe.png"
data[9].image1 = "elbow.png"
data[9].sound = "matzehe-eblow.caf"
data[9].sound1 = "matzehe-elbow.mp3"
data[10] = {}
data[10].title = "Kuku"
data[10].subtitle = "kwe"
data[10].image = "kwe.png"
data[10].image1 = "foot.png"
data[10].sound = "kuku-foot.caf"
data[10].sound1 = "kuku-foot.mp3"
--Declare button, buttonCover, and buttonImages table
local tableCopy = {}
local buttonImages = {}
--Shuffle data table
--local shuffleSet = function()
--Shuffle data table
math.randomseed (os.time())
local function shuffle(a)
local n = #a
local t
local k
while(n > 0) do
t = a[n]
k = math.random(n)
a[n] = a[k]
a[k] = t
n = n - 1
end
return a
end
local tableCopy = shuffle(data);
local button = {}
local buttonCover = {}
--Choose six random objects from data to be used in game.
local firstSix = {}
for i = 1,6 do
firstSix[i] = tableCopy[i];
end
local buttonImages = {firstSix[1],firstSix[1],firstSix[2],firstSix[2],firstSix[3],firstSix[3],firstSix[4],firstSix[4],firstSix[5],firstSix[5],firstSix[6],firstSix[6]}
--end
--Declare and prime a last button selected variable
local lastButton;-- = display.newImage("1.png");
--lastButton.myName = 1;
--
--Set up simple off-white background
--Notify player if match is found or not
local matchText = display.newText(" ", 0, 0, native.systemFont, 65)
matchText:setReferencePoint(display.CenterReferencePoint)
matchText:setTextColor(255, 255, 255)
matchText.x = _W/2
--
--Set starting point for button grid
local x = -20
local matchesFound = 0;
--Set up game function
local function game(object, event)
if(event.phase == "began") then
if(checkForMatch == false and secondSelect == 0) then
--Flip over first button
buttonCover[object.number].isVisible = false;
audio.play(object.sound);
lastButton = object
checkForMatch = true
elseif(checkForMatch == true and object.number ~= lastButton.number) then
if(secondSelect == 0) then
--Flip over second button
buttonCover[object.number].isVisible = false;
secondSelect = 1;
--If buttons do not match, flip buttons over
if(lastButton.myName ~= object.myName) then
audio.play(object.sound);
timer.performWithDelay(1000,function()
matchText.text = "Ki Nawa'neyoo";
audio.play(ki); end,1)
timer.performWithDelay(2500, function()
matchText.text = " ";
checkForMatch = false;
secondSelect = 0;
buttonCover[lastButton.number].isVisible = true;
buttonCover[object.number].isVisible = true;
end, 1)
--If buttons DO match, remove buttons
elseif(lastButton.myName == object.myName) then
matchText.text = "U " .. object.myName .. " Mayuhoo";
audio.play(u)
timer.performWithDelay(750,function()
audio.play(object.sound); end, 1)
timer.performWithDelay(1500,function()
audio.play(mayuhoo); end, 1)
timer.performWithDelay(2400, function()
matchText.text = " ";
checkForMatch = false;
secondSelect = 0;
lastButton:removeSelf();
object:removeSelf();
buttonCover[lastButton.number]:removeSelf();
buttonCover[object.number]:removeSelf();
matchesFound = matchesFound + 1;
timer.performWithDelay(250, function()
if (matchesFound == 1) then
matchText.text = " Play Again? ";
againBtn.isVisible = true;
-- all display objects must be inserted into group
--group:insert( playBtn )
end
end, 1)
end, 1)
end
end
end
end
end
--]]
-- Touch event listener for background image
--[[
local function onSceneTouch( self, event )
if event.phase == "began" then
storyboard.gotoScene( "scene2", "slideLeft", 800 )
return true
end
end
--]]
-- Called when the scene's view does not exist:
function scene:createScene( event )
local screenGroup = self.view
local image = display.newImageRect( "bg.png", display.contentWidth, display.contentHeight )
image:setReferencePoint( display.TopLeftReferencePoint )
image.x, image.y = 0, 0
screenGroup:insert( image )
local function boardSet()
for count = 1,3 do
x = x + 100 * 2
y = 20 *2
for insideCount = 1,4 do
y = y + 90 * 2
--Assign each image a random location on grid
local temp = math.random(1,#buttonImages)
button[count] = display.newImageRect(buttonImages[temp].image1, 150, 150);
--Position the button
button[count].x = x;
button[count].y = y;
--Give each a button a name
button[count].myName = buttonImages[temp].title
-- Preload the sound file (needed for Android)
--Give each button a sounds
soundID = audio.loadSound(buttonImages[temp].sound1)
button[count].sound = soundID
button[count].sound1 = soundID
button[count].number = totalButtons
--Remove button from buttonImages table
table.remove(buttonImages, temp)
--Set a cover to hide the button image
buttonCover[totalButtons] = display.newImageRect("button.png", 150, 150);
buttonCover[totalButtons].x = x; buttonCover[totalButtons].y = y;
--screenGroup:insert(button[count].)
totalButtons = totalButtons + 1
--Attach listener event to each button
button[count].touch = game
button[count]:addEventListener( "touch", button[count] )
end
end
end
boardSet();
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
againBtn = widget.newButton{
label="Play Again?",
fontSize = 25,
labelColor = { default={255}, over={128} },
default="button1.png",
over="button-over.png",
width=250, height=100,
onRelease = onPlayBtnRelease -- event listener function
}
againBtn:setReferencePoint( display.CenterReferencePoint )
againBtn.x = display.contentWidth * 0.5
againBtn.y = display.contentHeight - 125
againBtn.isVisible = false
print( "1: enterScene event" )
-- remove previous scene's view
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
print( "1: exitScene event" )
if againBtn then
matchText.text = " "
againBtn:removeSelf() -- widgets must be manually removed
button = nil
buttonCover = nil
firstSix = nil
data = nil
tableCopy = nil
buttonImages = nil
againBtn = nil
end
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
local screenGroup = self.view
storyboard.removeScene();
--storyboard.purgeScene( "level1" )
print( "((destroying scene 1's view))" )
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
Yeah, this is simple.
here is an example(assuming that you have implemented storyboard)
function scene:createScene(event)
screenGroup = self.view
local image = display.newImage("image.png")
screenGroup:insert(image)
end
Now everything will go fine :)
Add all the display objects to a group.local myGroup = display.newGroup();
local img = display.newImage("yourimage.png");
myGroup:insert(img);
For example
If you follow this method, all display objects will not be flushed out of memory when you change the screen.
When using corona storyboard you need to add display objects to the group. For example you would need to add all of your display objects into screenGroup in order for them to be removed when you change scenes.

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