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12:39:31.002 ERROR: Runtime error
12:39:31.002 C:\Users\User\Documents\Corona Projects\MATH FOR CHILDREN\level1.lua:207: attempt to call method 'setFillColor' (a nil value)
12:39:31.002 stack traceback:
12:39:31.002 C:\Users\User\Documents\Corona Projects\MATH FOR CHILDREN\level1.lua:207: in function 'listener'
12:39:31.002 D:\a\corona\corona\subrepos\timer\timer.lua:331: in function 'method'
12:39:31.002 D:\a\corona\corona\platform\resources\init.lua:220: in function <D:\a\corona\corona\platform\resources\init.lua:189>
This is my code
local composer = require("composer");
local scene = composer.newScene();
local widget = require( "widget" )
local json = require("json")
display.setDefault("background", 55/255, 50/255, 47/255);
------------------------------------------------------------------------------------
local tapText
local casi = display.newText( "a", display.contentCenterX, 700, "Myfontilqar-Regular.ttf", 42 )
casi:setFillColor(0/255,196/255,253/255,1)
local yes = display.newText( "c", display.contentCenterX, 700, "Myfontilqar-Regular.ttf", 46 )
yes:setFillColor(6/255,204/255,36/255,1)
local no = display.newText( "b", display.contentCenterX, 700, "Myfontilqar-Regular.ttf", 44 )
no:setFillColor(219/255,26/255,15/255,1)
local bal
local balpl
local vrem
local scetcikBal = 0
local scetcikBalpl = 0
local scetcikLevel = 0
local settings = {
yesJ = 0, noJ = 0, procent = 0, procent2 = 0
}
local function saveSettings()
local path = system.pathForFile( "itoq.json", system.DocumentsDirectory )
local file = io.open( path, "w" )
if (file) then
local contents = json.encode(settings)
file:write( contents )
io.close( file )
return true
end
end
local secondL = 20
local function obnovVr( event )
secondL = secondL - 1
vrem.text = secondL
if secondL == 0 then
settings.yesJ = scetcikBal
settings.noJ = scetcikBalpl
settings.procent = (scetcikBal * 10)
saveSettings()
composer.gotoScene( "Level1Score")
end
end
local kor = {
{display.contentCenterX - 66, display.contentCenterY + 120},
{display.contentCenterX + 70, display.contentCenterY + 120},
{display.contentCenterX - 66, display.contentCenterY + 200},
{display.contentCenterX + 70, display.contentCenterY + 200}
}
local tb = {
{"1 + 2 = ?",{"3","2","4","1"},"1 + 2 = 3"},
{"2 + 3 = ?",{"5","4","6","3"},"2 + 3 = 5"},
{"3 + 1 = ?",{"4","3","5","1"},"3 + 1 = 4"},
{"2 + 2 = ?",{"4","2","3","1"},"2 + 2 = 4"},
{"3 + 2 = ?",{"5","3","4","1"},"3 + 2 = 5"},
{"1 + 1 = ?",{"2","5","4","1"},"1 + 1 = 2"},
{"1 + 3 = ?",{"4","1","5","2"},"1 + 3 = 4"},
{"2 + 1 = ?",{"3","2","1","4"},"2 + 1 = 3"},
{"4 + 1 = ?",{"5","3","4","1"},"4 + 1 = 5"},
{"1 + 4 = ?",{"5","4","2","3"},"1 + 4 = 5"}
}
local j
for i = #tb, 2, -1 do
j = math.random( i )
tb[i], tb[j] = tb[j], tb[i]
end
local j1
for i = #kor, 2, -1 do
j1 = math.random( i )
kor[i], kor[j1] = kor[j1], kor[i]
end
local button1
local button2
local button3
local button4
nVoprosa = 1
local t = 2
local function stop1()
button1:setEnabled( false )
button2:setEnabled( false )
button3:setEnabled( false )
button4:setEnabled( false )
tapText.text = tb[nVoprosa][3]
tapText:setFillColor(6/255, 204/255, 36/255, 1)
end
local function stop2()
button1:setEnabled( false )
button2:setEnabled( false )
button3:setEnabled( false )
button4:setEnabled( false )
tapText.text = tb[nVoprosa][3]
tapText:setFillColor(219/255, 26/255, 15/255, 1)
tapText.size = 50
end
local function vb()
t = t - 1
if t == 0 then
scetcikBal = scetcikBal + 1
bal.text = scetcikBal
scetcikLevel = scetcikLevel + 1
if ( scetcikLevel == 10) then
settings.yesJ = scetcikBal
settings.noJ = scetcikBalpl
settings.procent = (scetcikBal * 10)
saveSettings()
composer.gotoScene( "Level1Score")
else
button1:setEnabled( true )
button2:setEnabled( true )
button3:setEnabled( true )
button4:setEnabled( true )
tapText:setFillColor(255/255, 255/255, 255/255, 1 )
nVoprosa = nVoprosa + 1
tapText.text = tb[nVoprosa][1]
button1:setLabel( tb[nVoprosa][2][1] )
button2:setLabel( tb[nVoprosa][2][2] )
button3:setLabel( tb[nVoprosa][2][3] )
button4:setLabel( tb[nVoprosa][2][4] )
local j1
for i = #kor, 2, -1 do
j1 = math.random( i )
kor[i], kor[j1] = kor[j1], kor[i]
end
button1.x = kor[1][1]
button1.y = kor[1][2]
button2.x = kor[2][1]
button2.y = kor[2][2]
button3.x = kor[3][1]
button3.y = kor[3][2]
button4.x = kor[4][1]
button4.y = kor[4][2]
end
t = 2
end
end
local function vbn()
t = t - 1
if t == 0 then
scetcikBalpl = scetcikBalpl + 1
balpl.text = scetcikBalpl
scetcikLevel = scetcikLevel + 1
if ( scetcikLevel == 10) then
settings.yesJ = scetcikBal
settings.noJ = scetcikBalpl
settings.procent = (scetcikBal * 10)
saveSettings()
composer.gotoScene( "Level1Score")
else
button1:setEnabled( true )
button2:setEnabled( true )
button3:setEnabled( true )
button4:setEnabled( true )
tapText:setFillColor(255/255, 255/255, 255/255, 1)
tapText.size = 40
nVoprosa = nVoprosa + 1
tapText.text = tb[nVoprosa][1]
button1:setLabel( tb[nVoprosa][2][1] )
button2:setLabel( tb[nVoprosa][2][2] )
button3:setLabel( tb[nVoprosa][2][3] )
button4:setLabel( tb[nVoprosa][2][4] )
local j1
for i = #kor, 2, -1 do
j1 = math.random( i )
kor[i], kor[j1] = kor[j1], kor[i]
end
button1.x = kor[1][1]
button1.y = kor[1][2]
button2.x = kor[2][1]
button2.y = kor[2][2]
button3.x = kor[3][1]
button3.y = kor[3][2]
button4.x = kor[4][1]
button4.y = kor[4][2]
end
t = 2
end
end
local function handleButtonEvent( event )
if ( "ended" == event.phase ) then
stop1()
timer.performWithDelay( 300, vb, t )
--vb()
end
end
local function handleButtonEventN( event )
if ( "ended" == event.phase ) then
stop2()
timer.performWithDelay( 300, vbn, t )
--vbn()
end
end
---------------------------------------------------------------------------------------
function scene:create( event )
local sceneGroup = self.view
timer.performWithDelay( 1000, obnovVr, secondL )
tapText = display.newText("", display.contentCenterX, display.contentCenterY - 80, "Lato-Regular.ttf", 40 )
tapText.text = tb[1][1]
button1 = widget.newButton(
{
id = "button1",
label = tb[nVoprosa][2][1],
onEvent = handleButtonEvent,
labelColor = { default={ 1, 1, 1 }, over={ 0, 0, 0, 0.5 } },
fontSize = 36,
font = "Lato-Regular.ttf",
emboss = false,
shape = "roundedRect",
width = 120,
height = 60,
cornerRadius = 0,
fillColor = { default={55/255,50/255,47/255,1}, over={31/255,76/255,115/255,1} },
strokeColor = { default={0/255,196/255,253/255,1}, over={0.8,0.8,1,1} },
strokeWidth = 3
}
)
button2 = widget.newButton(
{
id = "button2",
label = tb[nVoprosa][2][2],
onEvent = handleButtonEventN,
labelColor = { default={ 1, 1, 1 }, over={ 0, 0, 0, 0.5 } },
fontSize = 36,
font = "Lato-Regular.ttf",
emboss = false,
shape = "roundedRect",
width = 120,
height = 60,
cornerRadius = 0,
fillColor = { default={55/255,50/255,47/255,1}, over={31/255,76/255,115/255,1} },
strokeColor = { default={0/255,196/255,253/255,1}, over={0.8,0.8,1,1} },
strokeWidth = 3
}
)
button3 = widget.newButton(
{
id = "button3",
label = tb[nVoprosa][2][3],
onEvent = handleButtonEventN,
labelColor = { default={ 1, 1, 1 }, over={ 0, 0, 0, 0.5 } },
fontSize = 36,
font = "Lato-Regular.ttf",
emboss = false,
shape = "roundedRect",
width = 120,
height = 60,
cornerRadius = 0,
fillColor = { default={55/255,50/255,47/255,1}, over={31/255,76/255,115/255,1} },
strokeColor = { default={0/255,196/255,253/255,1}, over={0.8,0.8,1,1} },
strokeWidth = 3
}
)
button4 = widget.newButton(
{
id = "button4",
label = tb[nVoprosa][2][4],
onEvent = handleButtonEventN,
labelColor = { default={ 1, 1, 1 }, over={ 0, 0, 0, 0.5 } },
fontSize = 36,
font = "Lato-Regular.ttf",
emboss = false,
shape = "roundedRect",
width = 120,
height = 60,
cornerRadius = 0,
fillColor = { default={55/255,50/255,47/255,1}, over={31/255,76/255,115/255,1} },
strokeColor = { default={0/255,196/255,253/255,1}, over={0.8,0.8,1,1} },
strokeWidth = 3
}
)
--
button1.x = kor[1][1]
button1.y = kor[1][2]
button2.x = kor[2][1]
button2.y = kor[2][2]
button3.x = kor[3][1]
button3.y = kor[3][2]
button4.x = kor[4][1]
button4.y = kor[4][2]
casi.x = 240
casi.y = 2
yes.x = 40
yes.y = 2
no.x = 140
no.y = 2
bal = display.newText(scetcikBal, 80, 3, "Lato-Regular.ttf", 30 )
balpl = display.newText(scetcikBalpl, 180, 3, "Lato-Regular.ttf", 30 )
vrem = display.newText("20", 290, 3, "Lato-Regular.ttf", 30 )
sceneGroup:insert(bal)
sceneGroup:insert(balpl)
sceneGroup:insert(yes)
sceneGroup:insert(no)
sceneGroup:insert(vrem)
sceneGroup:insert(casi)
sceneGroup:insert(tapText)
sceneGroup:insert(button1)
sceneGroup:insert(button2)
sceneGroup:insert(button3)
sceneGroup:insert(button4)
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
elseif (phase == "did") then
end
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
elseif (phase == "did") then
composer.removeScene( "level1" )
end
end
function scene:destroy( event )
local sceneGroup = self.view
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return sceneenter code here
C:\Users\User\Documents\Corona Projects\MATH FOR CHILDREN\level1.lua:207: attempt to call method 'setFillColor' (a nil value)
In line 207 of level1.lua you do this setFillColor() which is not allowed as setFillColor is not a function value but a nil value.
setFillColor is a method of the ShapeObject class. Make sure you're doing using it like this: myShapeObject:setFillColor(myColor)
I'm building a game where I have a start screen and clicking the start button it should take me to the FIRST level. Some stuff happens and then I will be taken to the SECOND level.
However I'm running into problems and can't seem to find a solution.
When I click the start button it seems to get stuck in the create function because i prints out something. I was told you don't have to place anything in the create function and just put everything in the SHOW FUNCTION. Was i mislead?
START SCENE
local composer = require("composer")
local widget = require("widget")
local options = {effect = "fade", time = 800}
local startBtn;
local function start(event)
-- load first scene
composer.gotoScene( "level1", options);
startBtn:removeSelf();
print("Start Game")
end
startBtn = widget.newButton(
{
left = 75,
top = 100,
id = "startBtn",
label = "Start",
onEvent = start
}
)
When I click the START button it should take me to the FIRST LEVEL which is here
and is where i'm running into problems.
local composer = require( "composer" );
local scene = composer.newScene();
local widget = require ("widget");
function scene:create( event )
local sceneGroup = self.view;
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
local params = event.params;
print(params);
if (phase == "will") then
print("Will")
elseif (phase == "did") then
print("Did")
local bg = display.newImage ("bg.png",
display.contentCenterX, display.contentCenterY);
------- ALEX KIDD ---------------------------------
local options =
{
frames = {
{ x = 1, y = 2, width = 16, height = 25}, --frame 1
{ x = 18, y = 2, width = 16, height = 25}, --frame 2
{ x = 35, y = 2, width = 16, height = 25}, --frame 3
{ x = 52, y = 2, width = 16, height = 25}, --frame 4
{ x = 1, y = 54, width = 16, height = 24}, --ready1
{ x = 19, y = 54, width = 16, height = 24}, --ready2
{ x = 37, y = 54, width = 29, height = 24}, -- rock
{ x = 67, y = 54, width = 33, height = 24}, -- scissor
{ x = 101, y = 54, width = 33, height = 24}, -- paper
}
};
local sheet = graphics.newImageSheet( "kidd.png", options );
-- Create animation sequence for animation
local seqData = {
{name = "normal", start=1 , count = 4, time = 800},
{name = "faster", frames={1,2,3,4}, time = 400},
{name = "shake", frames={5,6}, time = 500},
{name = "rock", frames={7}},
{name = "paper", frames={9}},
{name = "scissor", frames={8}},
}
local alex = display.newSprite (sheet, seqData);
alex.x = display.contentCenterX-100;
alex.y = display.contentCenterY+83;
alex.anchorX = 1;
alex.anchorY = 1;
---------- JANKEN ---------------------------------
local jankenOpt =
{
frames = {
{x= 154, y= 13, width= 39, height= 48 }, -- shake1
{x= 195, y= 13, width= 39, height= 48 }, -- shake2
{x= 236, y= 13, width= 32, height= 48 }, -- set
{x= 270, y= 13, width= 16, height= 48 }, --r/p/s
{x= 287, y= 13, width= 16, height= 48 }, --r/p/s
{x= 305, y= 13, width= 15, height= 48 }, --r/p/s
{x= 69, y= 13, width= 41, height= 48 }, --flap1
{x= 110, y= 13, width= 40, height= 48 }, --flap2
}
};
local jankenSheet = graphics.newImageSheet( "chars.png", jankenOpt );
-- Create animation sequence janken
local seqDataJanken = {
{name = "flap", frames={7,8}, time = 500},
{name = "shake", frames={1,2}, time = 500},
{name = "set", frames={3}, time = 10, loopCount=1},
}
local janken = display.newSprite (jankenSheet, seqDataJanken);
janken.x = display.contentCenterX+100;
janken.y = display.contentCenterY+83;
janken.anchorX = 1;
janken.anchorY = 1;
-------------- button setup
local btnOpt =
{
frames = {
{ x = 3, y = 2, width=70, height = 22}, --frame 1
{ x = 78, y = 2, width=70, height = 22}, --frame 2
}
};
local buttonSheet = graphics.newImageSheet( "button.png", btnOpt );
local function foo (wow)
alex:play();
janken:play();
end
local function bar (wow)
alex:pause();
janken:pause();
--alex:setFrame(2); --keep it at this frame
-- NEXT: generate more buttons
end
-- Function to handle button event
local function go( event )
-- event.target is the button widget
print (event.phase, event.target.id)
transition.to(alex, {time=2000, x=170, onStart = foo, onComplete = bar})
end
local btnGo = widget.newButton(
{
x = 200,
y = 20,
id = "btnGo",
label = "Go!",
labelColor = { default={ 0, 0, 0 }, over={ 0, 0, 0 } },
sheet = buttonSheet,
defaultFrame = 1,
overFrame = 2,
onPress = go,
}
);
-------------- play buttons
local function shoot (buttonID)
local randomHand = math.random(4,6);
-- position Janken and draw his hands
janken:setSequence("set");
hand = display.newImage (jankenSheet, randomHand, display.contentCenterX+61, display.contentCenterY+60);
if (buttonID == "btnRock") then
alex:setSequence("rock"); -- just show rock for now
elseif (buttonID == "btnScissor") then
alex:setSequence("scissor"); -- just show rock for now
else
alex:setSequence("paper"); -- just show rock for now
end
end
local function play (event)
if (event.phase == "ended") then
alex:setSequence ("shake");
alex:play();
janken:setSequence("shake");
janken:play();
local t = timer.performWithDelay (1500, function() shoot(event.target.id) end, 1);
print (event.target.id); -- which button was it?
end
end
local btnRock = widget.newButton(
{
x = 80,
y = 20,
id = "btnRock",
label = "Rock",
labelColor = { default={ 0, 0, 0 }, over={ 0, 0, 0 } },
sheet = buttonSheet,
defaultFrame = 1,
overFrame = 2,
onEvent = play,
}
);
local btnPaper = widget.newButton(
{
x = 80,
y = 50,
id = "btnPaper",
label = "Paper",
labelColor = { default={ 0, 0, 0 }, over={ 0, 0, 0 } },
sheet = buttonSheet,
defaultFrame = 1,
overFrame = 2,
onEvent = play,
}
);
local btnScissor = widget.newButton(
{
x = 80,
y = 80,
id = "btnScissor",
label = "Scissor",
labelColor = { default={ 0, 0, 0 }, over={ 0, 0, 0 } },
sheet = buttonSheet,
defaultFrame = 1,
overFrame = 2,
onEvent = play,
}
);
local scoreAlex = display.newText ( {text="Alex: 0", x=230, y=60, fontSize=20});
scoreAlex:setFillColor (0,0,0);
scoreAlex.anchorX = 1;
end
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
transition.cancel(enemy);
elseif ( phase == "did" ) then
end
end
scene:addEventListener( "create", scene )
scene:addEventListener( "enter", scene )
scene:addEventListener( "hide", scene )
return scene
Well, you are adding a listener scene:addEventListener( "enter", scene ) which should be scene:addEventListener( "show", scene ) (Change enter to show)
Your listener is not even being fired, because it was not added with the correct name.
Composer uses the following events: create, destroy, show, hide.
I'm trying to render the match results (string.find) in to a Row, with kinda works... but its only displaying the last match. so if I match 'jan' and 'kevin' it will; only list 'kevin'
Is there a way to fix this ?
code:
local MasterData = xml:loadFile( "sample.xml")
local XMLdataTEST = {}
for i=1,#MasterData.child do
XMLdataTEST[i] = MasterData.child[i]
end
inputNumber = 1
check1 = 'jan'
check2 = 'kevin'
for i=1,#XMLdataTEST do
local data1 = XMLdata[i].child[1].value
local data2 = XMLdata[i].child[2].value
local data3 = XMLdata[i].child[3].value
local data4 = XMLdata[i].child[4].value
input1 = string.lower( data1.. "" )
input2 = string.lower(_G['check' .. inputNumber] )
input = input2
if string.find( input1.. "" , input ) then
print(inputNumber.. " match with " ..input)
inputNumber = inputNumber + 1
local function onRowRender( event )
local row = event.row
local number = display.newText( row, "" .. row.index .. " - ", 12, 0, nil, 18 )
number:setReferencePoint( display.CenterLeftReferencePoint )
number.x = 15
number.y = row.height * 0.5
number:setFillColor( 0, 0, 0 )
local name = display.newText(row, input1, 12, 0, nil, 18 )
name:setReferencePoint( display.CenterLeftReferencePoint )
name.x = number.x + number.contentWidth
name.y = row.height * 0.5
name:setFillColor( 0, 0, 0 )
local score = display.newText(row,"testy", 12, 0, nil, 18 )
score:setReferencePoint( display.CenterLeftReferencePoint )
score.x = display.contentWidth - score.contentWidth - 20
score.y = row.height * 0.5
score:setFillColor( 0, 0, 0 )
end
local tableView = widget.newTableView
{
left = 0,
top = 0,
height = display.contentHeight,
width = display.contentWidth,
onRowRender = onRowRender,
onRowTouch = onRowTouch,
listener = scrollListener
}
tableView.x = display.contentWidth + display.contentWidth/2 + 50
transition.to( tableView, { time=500, x=display.contentWidth / 2, transition=easing.inOutExpo } )
for i = 1, 1 do
local isCategory = false
local rowHeight = 40
local rowColor = { 255, 255, 255 }
local lineColor = { 220, 220, 220 }
tableView:insertRow
{
isCategory = isCategory,
rowHeight = rowHeight,
rowColor = rowColor,
lineColor = lineColor,
onRender = onRowRender,
}
end
end
end
Your tableView being declared within the outer loop meant that the first instance of it would be transitioned over by the second instance. And a quick look over the docs indicates that each event.row allows an optional params table to include any data you may need to render the row.
local MasterData = xml:loadFile( "sample.xml")
local XMLdataTEST = {}
for i=1,#MasterData.child do
XMLdataTEST[i] = MasterData.child[i]
end
-- ** moved from loop **
local function onRowRender( event )
local row = event.row
local number = display.newText( row, "" .. row.index .. " - ", 12, 0, nil, 18 )
number:setReferencePoint( display.CenterLeftReferencePoint )
number.x = 15
number.y = row.height * 0.5
number:setFillColor( 0, 0, 0 )
-- ** changed to use params table **
local name = display.newText(row, row.params.input1, 12, 0, nil, 18 )
name:setReferencePoint( display.CenterLeftReferencePoint )
name.x = number.x + number.contentWidth
name.y = row.height * 0.5
name:setFillColor( 0, 0, 0 )
local score = display.newText(row,"testy", 12, 0, nil, 18 )
score:setReferencePoint( display.CenterLeftReferencePoint )
score.x = display.contentWidth - score.contentWidth - 20
score.y = row.height * 0.5
score:setFillColor( 0, 0, 0 )
end
-- ** moved from loop **
local tableView = widget.newTableView {
left = 0,
top = 0,
height = display.contentHeight,
width = display.contentWidth,
onRowRender = onRowRender,
onRowTouch = onRowTouch,
listener = scrollListener
}
tableView.x = display.contentWidth + display.contentWidth/2 + 50
transition.to( tableView, { time=500, x=display.contentWidth / 2, transition=easing.inOutExpo } )
inputNumber = 1
check1 = 'jan'
check2 = 'kevin'
for i=1,#XMLdataTEST do
local data1 = XMLdata[i].child[1].value
local data2 = XMLdata[i].child[2].value
local data3 = XMLdata[i].child[3].value
local data4 = XMLdata[i].child[4].value
input1 = string.lower( data1.. "" )
input2 = string.lower(_G['check' .. inputNumber] )
input = input2
if string.find( input1.. "" , input ) then
print(inputNumber.. " match with " ..input)
inputNumber = inputNumber + 1
local isCategory = false
local rowHeight = 40
local rowColor = { 255, 255, 255 }
local lineColor = { 220, 220, 220 }
tableView:insertRow
{
isCategory = isCategory,
rowHeight = rowHeight,
rowColor = rowColor,
lineColor = lineColor,
-- ** pass input1 to onRowRender **
params = { input1 = input1 }
}
end
end
I'm making an app using Corona SDK. In the game you have to touch all the spheres in time and if you win, a you win image appears. I made a replay button under the "you win" message, but how do I say him to restart the whole game?
Here is the code (not all of it):
function winLose(condition)
if condition == "Win" then
print ("Winner")
winMSG = display.newImage("media/win.png")
-- Replay button
local btnReplay = ui.newButton{
default = "media/buttonWhite.png",
over = "media/buttonWhiteOver.png",
onPress = btnReplayPress,
onRelease = btnReplayRelease,
text = "Replay",
textColor = { 0, 0, 0, 255 },
size = 26,
id = "replay",
emboss = true
}
btnReplay.x = _W/2;
btnReplay.y = _H/2 + 50;
elseif condition == "Fail" then
print ("Loser")
loseMSG = display.newImage("media/lose.png")
-- Replay Button
btnReplay = ui.newButton{
default = "media/buttonWhite.png",
over = "media/buttonWhiteOver.png",
onPress = btnReplayPress,
onRelease = btnReplayRelease,
textColor = { 0, 0, 0, 255 },
size = 26,
text = "Replay"
id = "replay",
emboss = true
}
-----
function btnReplay:touch(e)
if e.phase == "began" then
--
elseif e.phase == "moved" then
--
elseif e.phase == "ended" then
-- Here I should say what it has to do to replay
end
end
-----
btnReplay:addEventListener( "touch", btnReplay);
-----
btnReplay.x = _W/2;
btnReplay.y = _H/2 + 50;
end
end
local function trackOrbs(obj)
obj:removeSelf()
o = o-1;
if time_up ~= true then
if (o == 0) then
timer.cancel(gametmr);
winLose("Win");
end
end
end
local function countDown (e)
if (time_remain == total_secs) then
ready = true
end
time_remain = time_remain - 1;
countdowntxt.text = time_remain;
if time_remain == 0 then
time_up = true
if o ~= 0 then
winLose("Fail");
ready = false;
end
end
end
local function spawnOrb()
local orb = display.newImageRect("media/orb.png", 60, 60);
orb:setReferencePoint(display.CenterReferencePoint);
orb.x = mRand(50, _W-50); orb.y = mRand (50, _H-50);
function orb:touch(e)
if time_up ~= true then
if (ready == true) then
if (e.phase == "ended") then
trackOrbs(self);
end
end
end
return true
end
o = o + 1;
orb:addEventListener("touch", orb);
if (o == total_orbs) then
gametmr = timer.performWithDelay(1000, countDown, total_secs) ;
else
ready = false
end
end
tmr = timer.performWithDelay (20, spawnOrb, total_orbs);
You can have a while loop like this
while true do
if mainGame then
--game code
elseif done then
--buttons
if button.restart then
mainGame = true
end
end
end
i have this array in my lua...
local data = {}
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"
data[3] = {}
data[3].title = "Bitter Child of Mine"
data[3].subtitle = "by Gunz n bullets"
data[3].image = "note.png"
data[4] = {}
data[4].title = "Missed A thing"
data[4].subtitle = "by Ero-Smith"
data[4].image = "note.png"
data[5] = {}
data[5].title = "Pornstar"
data[5].subtitle = "by Nicklefront"
data[5].image = "note.png"
data[6] = {}
data[6].title = "Burner"
data[6].subtitle = "by Asher"
data[6].image = "note.png"
how can i get the array values by not using id on it. i just want to get the title for my conditional statement?
i try this in my code:
local getTitle = function(event)
print (".................")
print (event.target.id)
print (event.target.title)
end
but i got only this...
touch: began
touch: ended
.................
2
nil
how can i get and print the title of my array?
this is my code:
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)
localGroup:insert(background)
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"
data[3] = {}
data[3].title = "Bitter Child of Mine"
data[3].subtitle = "by Gunz n bullets"
data[3].image = "note.png"
data[4] = {}
data[4].title = "Missed A thing"
data[4].subtitle = "by Ero-Smith"
data[4].image = "note.png"
data[5] = {}
data[5].title = "Pornstar"
data[5].subtitle = "by Nicklefront"
data[5].image = "note.png"
data[6] = {}
data[6].title = "Burner"
data[6].subtitle = "by Asher"
data[6].image = "note.png"
local topBoundary = display.screenOriginY + 40
local bottomBoundary = display.screenOriginY + 0
local getTitle = function(event)
print (".................")
print (event.target.id)
print (event.target.title)
end
songList = tableView.newList{
data=data,
default="listItemBg.png",
over="listItemBg_over.png",
onRelease=getTitle,
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
}
localGroup:insert(songList)
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)
localGroup:insert(navBar)
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
localGroup:insert(navHeader)
--backBtn.alpha = 0
local listBackground = display.newRect( 0, 0, songList.width, songList.height )
listBackground:setFillColor(255,255,255)
songList:insert(1,listBackground)
--Setup the back button
function changeScene(e)
if e.phase == 'ended' then
print ("ok")
director:changeScene(e.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", changeScene)
return localGroup
end
i got it...
i do this
local getTitle = function(event)
print (".................")
local id = event.target.id
print (id)
print (data[id].title)
end