how to go back in lua file from another lua file? - lua

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.

Related

I got an error here in main.lua: 178: attempt to index global 'pausebutton' (a nil value)

I got an error in Corona's simulator console in main.lua
attempt to index global pausebutton (a nil value)
How to solve my problem with Corona error?
The most revelant code from main.lua file I put below
-- Display the pause button
function pauseAndResume ()
local pausebutton = display.newImage ("pause.png")
pausebutton : translate(100, 100)
pausebutton:addEventListener ("touch" , pauseGame)
local resumebutton = display.newImage ("resumed.png")
resumebutton: translate(100, 100)
resumebutton.isVisible = false
resumebutton:addEventListener ("touch", resumeGame)
end
function pauseGame (event)
if (event.phase == "ended") then
physics.pause ()
pausebutton.isVisible = false
resumebutton.isVisible = true
timer.pause(fruitTimer)
timer.pause(bombTimer)
sampleVar = false
return true
end
end
function resumeGame (event)
if (event.phase == "ended") then
physics.start()
pausebutton.isVisible = true
resumebutton.isVisible = false
timer.resume(fruitTimer)
timer.resume(bombTimer)
sampleVar = true
return true
end
end
I think you got error because local variables pausebutton and resumebutton exist only during executing of pauseAndResume function. After that they gone. So you need declare them in the block in which they will be available for pauseAndResume and pauseGame functions, for example on begining of the main.lua file.
Try
local pausebutton
local resumebutton
...
-- Display the pause button
function pauseAndResume ()
pausebutton = display.newImage ("pause.png")
pausebutton : translate(100, 100)
pausebutton:addEventListener ("touch" , pauseGame)
resumebutton = display.newImage ("resumed.png")
resumebutton: translate(100, 100)
resumebutton.isVisible = false
resumebutton:addEventListener ("touch", resumeGame)
end
function pauseGame (event)
if (event.phase == "ended") then
physics.pause ()
pausebutton.isVisible = false
resumebutton.isVisible = true
timer.pause(fruitTimer)
timer.pause(bombTimer)
sampleVar = false
return true
end
end
function resumeGame (event)
if (event.phase == "ended") then
physics.start()
pausebutton.isVisible = true
resumebutton.isVisible = false
timer.resume(fruitTimer)
timer.resume(bombTimer)
sampleVar = true
return true
end
end
From Lua documentation
We create local variables with the local statement:
j = 10 -- global variable
local i = 1 -- local variable
Unlike global variables, local variables have their scope limited to
the block where they are declared. A block is the body of a control
structure, the body of a function, or a chunk (the file or string with
the code where the variable is declared).
-- Samurai Fruit
require ("physics")
local ui = require("ui")
physics.start()
-- physics.setDrawMode ( "hybrid" ) -- Uncomment in order to show in hybrid mode
physics.setGravity( 0, 9.8 * 2)
physics.start()
-- Audio for slash sound (sound you hear when user swipes his/her finger across the screen)
local slashSounds = {slash1 = audio.loadSound("slash1.wav"), slash2 = audio.loadSound("slash2.wav"), slash3 = audio.loadSound("slash3.wav")}
local slashSoundEnabled = true -- sound should be enabled by default on startup
local minTimeBetweenSlashes = 150 -- Minimum amount of time in between each slash sound
local minDistanceForSlashSound = 50 -- Amount of pixels the users finger needs to travel in one frame in order to play a slash sound
-- Audio for chopped fruit
local choppedSound = {chopped1 = audio.loadSound("chopped1.wav"), chopped2 = audio.loadSound("chopped2.wav")}
-- Audio for bomb
local preExplosion = audio.loadSound("preExplosion.wav")
local explosion = audio.loadSound("explosion.wav")
-- Adding a collision filter so the fruits do not collide with each other, they only collide with the catch platform
local fruitProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 2, maskBits = 1}}
local catchPlatformProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 1, maskBits = 2}}
-- Gush filter should not interact with other fruit or the catch platform
local gushProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 4, maskBits = 8} }
-- Will contain all fruits available in the game
local avalFruit = {}
-- Slash line properties (line that shows up when you move finger across the screen)
local maxPoints = 5
local lineThickness = 20
local lineFadeTime = 250
local endPoints = {}
-- Whole Fruit physics properties
local minVelocityY = 850
local maxVelocityY = 1100
local minVelocityX = -200
local maxVelocityX = 200
local minAngularVelocity = 100
local maxAngularVelocity = 200
-- Chopped fruit physics properties
local minAngularVelocityChopped = 100
local maxAngularVelocityChopped = 200
-- Splash properties
local splashFadeTime = 2500
local splashFadeDelayTime = 5000
local splashInitAlpha = .5
local splashSlideDistance = 50 -- The amoutn of of distance the splash slides down the background
-- Contains all the available splash images
local splashImgs = {}
-- Gush properties
local minGushRadius = 10
local maxGushRadius = 25
local numOfGushParticles = 15
local gushFadeTime = 500
local gushFadeDelay = 500
local minGushVelocityX = -350
local maxGushVelocityX = 350
local minGushVelocityY = -350
local maxGushVelocityY = 350
-- Timer references
local bombTimer
local fruitTimer
-- Game properties
local fruitShootingInterval = 1000
local bombShootingInterval = 5000
-- Groups for holding the fruit and splash objects
local splashGroup
local fruitGroup
local sampleVar = true
local score = 0
local scoreText
function main()
score = 0
display.setStatusBar( display.HiddenStatusBar )
setUpBackground()
scoreText = display.newText("Score: 0", 415, 100, native.systemFont, 50)
scoreText:setTextColor(255, 255, 255)
scoreText.text = ("Score: " )..score
pauseAndResume ()
setUpCatchPlatform()
initGroups()
initFruitAndSplash()
Runtime:addEventListener("touch", drawSlashLine)
timer.performWithDelay( 1000, displayScore)
startGame()
end
function displayScore()
scoreText.text = ("Score: " )..score
score = score + 2
end
function startGame()
shootObject("fruit")
bombTimer = timer.performWithDelay(bombShootingInterval, function(event) shootObject("bomb") end, 0)
fruitTimer = timer.performWithDelay(fruitShootingInterval, function(event) shootObject("fruit") end, 0)
end
-- Display the pause button
function pauseAndResume ()
local pausebutton = display.newImage ("pause.png")
pausebutton : translate(100, 100)
pausebutton:addEventListener ("touch" , pauseGame)
local resumebutton = display.newImage ("resumed.png")
resumebutton: translate(100, 100)
resumebutton.isVisible = false
resumebutton:addEventListener ("touch", resumeGame)
end
function pauseGame (event)
if (event.phase == "ended") then
physics.pause ()
pausebutton.isVisible = false
resumebutton.isVisible = true
timer.pause(fruitTimer)
timer.pause(bombTimer)
sampleVar = false
return true
end
end
function resumeGame (event)
if (event.phase == "ended") then
physics.start()
pausebutton.isVisible = true
resumebutton.isVisible = false
timer.resume(fruitTimer)
timer.resume(bombTimer)
sampleVar = true
return true
end
end
function initGroups()
splashGroup = display.newGroup()
fruitGroup = display.newGroup()
end
function setUpBackground()
local background = display.newImage("bg.png", true)
background.x = display.contentWidth / 2
background.y = display.contentHeight / 2
end
-- Populates avalFruit with all the fruit images and thier widths and heights
function initFruitAndSplash()
local watermelon = {}
watermelon.whole = "watermelonWhole.png"
watermelon.top = "watermelonTop.png"
watermelon.bottom = "watermelonBottom.png"
watermelon.splash = "redSplash.png"
table.insert(avalFruit, watermelon)
local strawberry = {}
strawberry.whole = "strawberryWhole.png"
strawberry.top = "strawberryTop.png"
strawberry.bottom = "strawberryBottom.png"
strawberry.splash = "redSplash.png"
table.insert(avalFruit, strawberry)
-- Initialize splash images
table.insert(splashImgs, "splash1.png")
table.insert(splashImgs, "splash2.png")
table.insert(splashImgs, "splash3.png")
end
function getRandomFruit()
local fruitProp = avalFruit[math.random(1, #avalFruit)]
local fruit = display.newImage(fruitProp.whole)
fruit.whole = fruitProp.whole
fruit.top = fruitProp.top
fruit.bottom = fruitProp.bottom
fruit.splash = fruitProp.splash
return fruit
end
function getBomb()
local bomb = display.newImage( "bomb.png")
return bomb
end
function shootObject(type)
local object = type == "fruit" and getRandomFruit() or getBomb()
fruitGroup:insert(object)
object.x = display.contentWidth / 2
object.y = display.contentHeight + object.height * 2
fruitProp.radius = object.height / 2
physics.addBody(object, "dynamic", fruitProp)
if (type == "fruit") then
object:addEventListener("touch", function(event) chopFruit(object) end)
else
local bombTouchFunction
bombTouchFunction = function(event) explodeBomb(object, bombTouchFunction); end
object:addEventListener("touch", bombTouchFunction)
end
-- Apply linear velocity
local yVelocity = getRandomValue(minVelocityY, maxVelocityY) * -1 -- Need to multiply by -1 so the fruit shoots up
local xVelocity = getRandomValue(minVelocityX, maxVelocityX)
object:setLinearVelocity(xVelocity, yVelocity)
-- Apply angular velocity (the speed and direction the fruit rotates)
local minAngularVelocity = getRandomValue(minAngularVelocity, maxAngularVelocity)
local direction = (math.random() < .5) and -1 or 1
minAngularVelocity = minAngularVelocity * direction
object.angularVelocity = minAngularVelocity
end
function explodeBomb(bomb, listener)
bomb:removeEventListener("touch", listener)
-- The bomb should not move while exploding
bomb.bodyType = "kinematic"
bomb:setLinearVelocity(0, 0)
bomb.angularVelocity = 0
-- Shake the stage
local stage = display.getCurrentStage()
local moveRightFunction
local moveLeftFunction
local rightTrans
local leftTrans
local shakeTime = 50
local shakeRange = {min = 1, max = 25}
moveRightFunction = function(event) rightTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max), y = math.random(shakeRange.min, shakeRange.max), time = shakeTime, onComplete=moveLeftFunction}); end
moveLeftFunction = function(event) leftTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max) * -1, y = math.random(shakeRange.min,shakeRange.max) * -1, time = shakeTime, onComplete=moveRightFunction}); end
moveRightFunction()
local linesGroup = display.newGroup()
-- Generate a bunch of lines to simulate an explosion
local drawLine = function(event)
local line = display.newLine(bomb.x, bomb.y, display.contentWidth * 2, display.contentHeight * 2)
line.rotation = math.random(1,360)
line.strokeWidth = math.random(15, 25)
linesGroup:insert(line)
end
local lineTimer = timer.performWithDelay(100, drawLine, 0)
-- Function that is called after the pre explosion
local explode = function(event)
audio.play(explosion)
blankOutScreen(bomb, linesGroup);
timer.cancel(lineTimer)
stage.x = 0
stage.y = 0
transition.cancel(leftTrans)
transition.cancel(rightTrans)
end
-- Play the preExplosion sound first followed by the end explosion
audio.play(preExplosion, {onComplete = explode})
timer.cancel(fruitTimer)
timer.cancel(bombTimer)
end
function blankOutScreen(bomb, linesGroup)
local gameOver = displayGameOver()
gameOver.alpha = 0 -- Will reveal the game over screen after the explosion
-- Create an explosion animation
local circle = display.newCircle( bomb.x, bomb.y, 5 )
local circleGrowthTime = 300
local dissolveDuration = 1000
local dissolve = function(event) transition.to(circle, {alpha = 0, time = dissolveDuration, delay = 0, onComplete=function(event) gameOver.alpha = 1 end}); gameOver.alpha = 1 end
circle.alpha = 0
transition.to(circle, {time=circleGrowthTime, alpha = 1, strokeWidth = display.contentWidth * 3, height = display.contentWidth * 3, onComplete = dissolve})
end
function displayGameOver()
-- Will return a group so that we can set the alpha of the entier menu
local group = display.newGroup()
-- Dim the background with a transperent square
-- local back = display.newRect( 0,0, display.contentWidth, display.contentHeight )
--back:setFillColor(0,0,0, 255 * .1)
--group:insert(back)
local gameOver = display.newImage( "gameover.png")
gameOver.x = display.contentWidth / 2
gameOver.y = display.contentHeight / 2
group:insert(gameOver)
local replayButton = ui.newButton{
default = "replayButton.png",
over = "replayButton.png",
onRelease = function(event) group:removeSelf(); main() ; end
}
group:insert(replayButton)
replayButton.x = display.contentWidth / 2
replayButton.y = gameOver.y + gameOver.height / 2 + replayButton.height / 2
return group
end
-- Return a random value between 'min' and 'max'
function getRandomValue(min, max)
return min + math.abs(((max - min) * math.random()))
end
function playRandomSlashSound()
audio.play(slashSounds["slash" .. math.random(1, 3)])
end
function playRandomChoppedSound()
audio.play(choppedSound["chopped" .. math.random(1, 2)])
end
function getRandomSplash()
return display.newImage(splashImgs[math.random(1, #splashImgs)])
end
function chopFruit(fruit)
if (sampleVar == true) then
displayScore()
playRandomChoppedSound()
createFruitPiece(fruit, "top")
createFruitPiece(fruit, "bottom")
createSplash(fruit)
createGush(fruit)
fruit:removeSelf()
end
end
-- Creates a gushing effect that makes it look like juice is flying out of the fruit
function createGush(fruit)
local i
for i = 0, numOfGushParticles do
local gush = display.newCircle( fruit.x, fruit.y, math.random(minGushRadius, maxGushRadius) )
gush:setFillColor(255, 0, 0, 255)
gushProp.radius = gush.width / 2
physics.addBody(gush, "dynamic", gushProp)
local xVelocity = math.random(minGushVelocityX, maxGushVelocityX)
local yVelocity = math.random(minGushVelocityY, maxGushVelocityY)
gush:setLinearVelocity(xVelocity, yVelocity)
transition.to(gush, {time = gushFadeTime, delay = gushFadeDelay, strokeWidth = 0, height = 0, alpha = 0, onComplete = function(event) gush:removeSelf() end})
end
end
function createSplash(fruit)
local splash = getRandomSplash()
splash.x = fruit.x
splash.y = fruit.y
splash.rotation = math.random(-90,90)
splash.alpha = splashInitAlpha
splashGroup:insert(splash)
transition.to(splash, {time = splashFadeTime, alpha = 0, y = splash.y + splashSlideDistance, delay = splashFadeDelayTime, onComplete = function(event) splash:removeSelf() end})
end
-- Chops the fruit in half
-- Uses some trig to calculate the position
-- of the top and bottom part of the chopped fruit (http://en.wikipedia.org/wiki/Rotation_matrix#Rotations_in_two_dimensions)
function createFruitPiece(fruit, section)
local fruitVelX, fruitVelY = fruit:getLinearVelocity()
-- Calculate the position of the chopped piece
local half = display.newImage(fruit[section])
half.x = fruit.x - fruit.x -- Need to have the fruit's position relative to the origin in order to use the rotation matrix
local yOffSet = section == "top" and -half.height / 2 or half.height / 2
half.y = fruit.y + yOffSet - fruit.y
local newPoint = {}
newPoint.x = half.x * math.cos(fruit.rotation * (math.pi / 180)) - half.y * math.sin(fruit.rotation * (math.pi / 180))
newPoint.y = half.x * math.sin(fruit.rotation * (math.pi / 180)) + half.y * math.cos(fruit.rotation * (math.pi / 180))
half.x = newPoint.x + fruit.x -- Put the fruit back in its original position after applying the rotation matrix
half.y = newPoint.y + fruit.y
fruitGroup:insert(half)
-- Set the rotation
half.rotation = fruit.rotation
fruitProp.radius = half.width / 2 -- We won't use a custom shape since the chopped up fruit doesn't interact with the player
physics.addBody(half, "dynamic", fruitProp)
-- Set the linear velocity
local velocity = math.sqrt(math.pow(fruitVelX, 2) + math.pow(fruitVelY, 2))
local xDirection = section == "top" and -1 or 1
local velocityX = math.cos((fruit.rotation + 90) * (math.pi / 180)) * velocity * xDirection
local velocityY = math.sin((fruit.rotation + 90) * (math.pi / 180)) * velocity
half:setLinearVelocity(velocityX, velocityY)
-- Calculate its angular velocity
local minAngularVelocity = getRandomValue(minAngularVelocityChopped, maxAngularVelocityChopped)
local direction = (math.random() < .5) and -1 or 1
half.angularVelocity = minAngularVelocity * direction
end
-- Creates a platform at the bottom of the game "catch" the fruit and remove it
function setUpCatchPlatform()
local platform = display.newRect( 0, 0, display.contentWidth * 4, 50)
platform.x = (display.contentWidth / 2)
platform.y = display.contentHeight + display.contentHeight
physics.addBody(platform, "static", catchPlatformProp)
platform.collision = onCatchPlatformCollision
platform:addEventListener( "collision", platform )
end
function onCatchPlatformCollision(self, event)
-- Remove the fruit that collided with the platform
event.other:removeSelf()
end
-- Draws the slash line that appears when the user swipes his/her finger across the screen
function drawSlashLine(event)
-- Play a slash sound
if(endPoints ~= nil and endPoints[1] ~= nil) then
local distance = math.sqrt(math.pow(event.x - endPoints[1].x, 2) + math.pow(event.y - endPoints[1].y, 2))
if(distance > minDistanceForSlashSound and slashSoundEnabled == true) then
playRandomSlashSound();
slashSoundEnabled = false
timer.performWithDelay(minTimeBetweenSlashes, function(event) slashSoundEnabled = true end)
end
end
-- Insert a new point into the front of the array
table.insert(endPoints, 1, {x = event.x, y = event.y, line= nil})
-- Remove any excessed points
if(#endPoints > maxPoints) then
table.remove(endPoints)
end
for i,v in ipairs(endPoints) do
local line = display.newLine(v.x, v.y, event.x, event.y)
line.strokeWidth = lineThickness
transition.to(line, {time = lineFadeTime, alpha = 0, strokeWidth = 0, onComplete = function(event) line:removeSelf() end})
end
if(event.phase == "ended") then
while(#endPoints > 0) do
table.remove(endPoints)
end
end
end
main()

How do i add a button to back to Main Menu (another .lua file)?

This game is something like killing mosquito. This is the level 1 file. When player tap the bee, game over will be displayed. When time's up, game over will be displayed. Total mosquitoes killed will be displayed at the end. I'm very very new to corona and to game development.
My question is:
Where to put in function to go back to main menu via "touch"? What is the code for it?
i'm using composer. So i tried composer.gotoScene("menu") but that doesn't seems to work. Error.
Thanks in advance for any help given. Here is part of the code:
local composer = require( "composer" )
local scene = composer.newScene()
local physics = require("physics")
local widget = require "widget"
physics.start()
rand = math.random( 20 )
local slap_sound = audio.loadSound("Sound/slap2.mp3")
local ow = audio.loadSound("Sound/ow.mp3")
local buttonSound = audio.loadSound("Sound/sound2.mp3")
local back
--local mossie_sound = audio.loadSound("Sound/mossie.mp3")
local count={total1=0,total=0,touch=0,life=3}
local background = display.newImageRect( "Images/bg.jpg", display.contentWidth, display.contentHeight )
background.anchorX = 0
background.anchorY = 0
background.x, background.y = 0, 0
local total=display.newText("Score : 0",display.contentWidth * 0.5, 20, "Arial", 26)
total:setTextColor(000000)
local time_remain = 30
local mossie
local bee
local shade
local gameOverScreen
local winScreen
local gameIsActive = false
local countdown=display.newText(time_remain ,display.contentWidth * 0.9, 20, "Arial", 26)
countdown:setTextColor(000000)
local life = display.newText("Life : 3 " ,display.contentWidth * 0.5, 50, "Arial", 26)
life:setTextColor(000000)
local pauseBtn = display.newImage("Images/pause.png")
pauseBtn.x = display.contentWidth * 0.1
pauseBtn.y = display.contentHeight - 450
local resumeBtn = display.newImage("Images/playb.png")
resumeBtn.x = display.contentWidth * 0.1
resumeBtn.y = display.contentHeight - 450
local gameOver = function()
composer.removeScene("level1") //scene cannot be removed???
gameIsActive = false
physics.pause()
gameOverScreen = display.newImage("Images/gameover.png",400,300)
gameOverScreen.x = 160
gameOverScreen.y = 240
gameOverScreen.alpha = 0
transition.to(gameOverScreen,{time=500,alpha=1})
total.isVisible = true
total.text="Score : "..count.touch
total.x = 160
total.y = 400
botwall.isVisible = false
mossie.isVisible = false
bee.isVisible = false
life.isVisible = false
countdown.isVisible = false
pauseBtn.isVisible = false
resumeBtn.isVisible = false
end
local collisionListener=function(self,event)
if(event.phase=="began")then
if(event.other.type=="mossie")then
audio.play(ow)
count.life=count.life-1
if(count.life==0) then
gameOver()
end
event.other:removeSelf()
event.other=nil
else
event.other:removeSelf()
event.other=nil
end
end
end
local function countDown(e)
time_remain = time_remain-1
countdown.text = time_remain
end
local checkTimer = function()
if(time_remain == 0) then
gameOver()
end
end
function killIt(e)
if(e.phase == "ended") then
gameOver()
end
end
--spawn Bee
local function newBee(event)
bee = display.newImage("Images/lebah.png")
bee.x = 60 + math.random( 160 )
bee.y = -100
bee.type="other"
physics.addBody( bee, { density=1.4, friction=0.3, bounce=0.2} )
checkTimer()
bee:addEventListener("touch",killIt)
end
---whenMossieIsTouched
function onTouch(mossie)
audio.play(slap_sound)
count.touch=count.touch+1
total.text="Score : "..count.touch
mossie.target:removeSelf()
--print("total"..mossietouchcount)
end
---spawn Mossie
local function newMossie(event)
--audio.play(mossie_sound)
total.text="Score : "..count.touch
life.text="Life : "..count.life
mossie = display.newImage("Images/biasa.png")
mossie.x = 60 + math.random( 160 )
mossie.y = -100
mossie.type="mossie"
mossie:setFillColor(255,0,0)
physics.addBody( mossie, { density=0.3, friction=0.2, bounce=0.5} )
mossie.name = "mossie"
--checkTimer()
mossie:addEventListener("touch",onTouch)
end
local bottomWall = function()
--botwall=display.newRect(0,display.contentHeight,display.contentWidth*2,10)
botwall=display.newImage("Images/tangan.png")
botwall.x = 160
botwall.y = 500
botwall:setFillColor(22,125,185,255)
botwall.type="botwall"
botwall.collision=collisionListener
physics.addBody(botwall,"static",{ density=100.0, friction=0.0, bounce=0.0} )
botwall:addEventListener("collision",botwall)
end
local gameActivate = function()
gameIsActive = true
end
local gameStart = function()
local gametmr = timer.performWithDelay(1000, countDown, 0)
local dropMossie = timer.performWithDelay( 1000 , newMossie, -1 )
local dropBee = timer.performWithDelay( 1800 , newBee, -1)
local pauseGame = function(e)
if(e.phase=="ended") then
audio.play(buttonSound)
physics.pause()
timer.pause(gametmr)
pauseBtn.isVisible = false
resumeBtn.isVisible = true
return true
end
end
local resumeGame = function(e)
if(e.phase=="ended") then
audio.play(buttonSound)
physics.start()
timer.resume(gametmr)
pauseBtn.isVisible = true
resumeBtn.isVisible = false
return true
end
end
pauseBtn:addEventListener("touch", pauseGame)
resumeBtn:addEventListener("touch", resumeGame)
resumeBtn.isVisible = false
bottomWall()
gameActivate()
end
gameStart()
return scene
Make sure the scene is called "menu.lua" when you try to use the composer.gotoScene("menu")
First make sure you require the libraries at the top
local composer = require( "composer" )
local widget = require( "widget" )
Then add a listener that will handle the button events
local function handleButtonEvent( event )
if ( "ended" == event.phase ) then
composer.gotoScene ("menu")
end
end
And then create the button
local myButton = widget.newButton
{
left = 100,
top = 200,
id = "myButton",
label = "Default",
onEvent = handleButtonEvent
}
EDIT:
Looking at your code I can see you aren't actually using composer. Sure you might be including the libraries but you aren't setting up any of the functions required for it to work.
I suggest you read this article: Introducing the Composer API. This will guide you through the use of composer.
At the very least you should have the following functions for composer to work.
scene:create()
scene:show()
scene:hide()
scene:delete()
And within those utilize the the scene's view using local sceneGroup = self.view. Once objects been inserted into this properly you can have “manage” your scene and the display objects within.

how to count how many times I clicked my image button * LUA *

I've created hello world text and a clickable button. When I click the button the hello world jumps around randomly.
The problem: I don't know how to get my program to count how many times i've clicked the button.
My progress:
local myHeight = display.contentHeight
local myWidth = display.contentWidth
local topRightHeight = display.newText ("Height "..myHeight, 300 , 40 ,nil,15)
local topRightWidth = display.newText ("Width "..myWidth, 300,60,nil,15)
local redButton = display.newImage ("button.png",0,0)
redButton.x = display.contentWidth -60
redButton.y = display.contentHeight -62.5
local textObj = display.newText ("Hello World",0,0,native.systemFont,18)
textObj: setFillColor(0,250,0)
textObj.x = 40
textObj.y = 30
local number = 0
number = display.newText (number, 30, 30 , native.systemFont, 25)
function moveButtonRandom (event)
textObj.x = math.random(50, display.contentWidth -50)
textObj.y = math.random(50, display.contentHeight -50)
end
redButton: addEventListener ("tap", moveButtonRandom)
You can use flag of int type to count the number of times button clicked.
Initially set flag=0 and if button is clicked then inside onclick() method use flag=flag+1.
Now it works like a charm
display.setStatusBar(display.HiddenStatusBar)
local redButton = display.newImage ("button.png",0,0)
redButton.x = display.contentWidth - 60
redButton.y = display.contentHeight - 62.5
local textObj = display.newText("Hello World", 0, 0, native.systemFont, 18)
textObj:setFillColor(0, 250, 0)
textObj.x = 40
textObj.y = 30
local number = 0
local textField = display.newText(number, 30, 30, native.systemFont, 25)
local function moveButtonRandom(event)
textObj.x = math.random(50, display.contentWidth - 50)
textObj.y = math.random(50, display.contentHeight - 50)
number = number + 1
textField:removeSelf()
textField = display.newText(number, 30, 30, native.systemFont, 25)
end
redButton:addEventListener("tap", moveButtonRandom)
You can track the click on monitoring some flag in your clickListener for button. Maintain a flag increment it whenever you clicked on your button through clickListener. Some thing like this
intialize a variable let say int flagForButton = 0 in your activity
OnClickListener clickListener1 = new OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
flagForButton++;
Toast.makeText(MarketSnap.this, String.valueOf(flagForButton), Toast.LENGTH_SHORT).show();
}
};
Set the clickListener on the button. Like this
yourbutton.setOnClickListener(clickListener1);
EDIT
While answering this question the question was tagged with Android. So i have put the code as above. But Now the question is edited and tagged as LUA. So the logic remain same you can increment the flagcount in clickListener Of the the button.
Update text number on every click. No need to delete it and create it again.
local number = 0
local textField = display.newText(number, 30, 30, native.systemFont, 25)
local function updateNumber(n)
textField.text = n
end
local function moveButtonRandom(event)
textObj.x = math.random(50, display.contentWidth - 50)
textObj.y = math.random(50, display.contentHeight - 50)
number = number + 1
UpdateNumber(number)
end
redButton:addEventListener("tap", moveButtonRandom)

How to utilize combo scoring in Corona?

i just have a quick question. Im playing around with Corona to try and get the look and feel of it and im currently editing some one else's sample code. I have added a scoring mechanism, and now i want to add a combo scoring mechanism so that when the user chops more than one fruit, i can add an extra 5 points. Its just that i have no idea how to start. If some one would point me in the right direction that would be great thank you. :)
Or if this would be much clearer: How about a function that will help me detect how many objects the user touches/slices in one touch/move?
require ("physics")
local ui = require("ui")
physics.start()
-- physics.setDrawMode ( "hybrid" ) -- Uncomment in order to show in hybrid mode
physics.setGravity( 0, 9.8 * 2)
physics.start()
-- Audio for slash sound (sound you hear when user swipes his/her finger across the screen)
local slashSounds = {slash1 = audio.loadSound("slash1.wav"), slash2 = audio.loadSound("slash2.wav"), slash3 = audio.loadSound("slash3.wav")}
local slashSoundEnabled = true -- sound should be enabled by default on startup
local minTimeBetweenSlashes = 150 -- Minimum amount of time in between each slash sound
local minDistanceForSlashSound = 50 -- Amount of pixels the users finger needs to travel in one frame in order to play a slash sound
-- Audio for chopped fruit
local choppedSound = {chopped1 = audio.loadSound("chopped1.wav"), chopped2 = audio.loadSound("chopped2.wav")}
-- Audio for bomb
local preExplosion = audio.loadSound("preExplosion.wav")
local explosion = audio.loadSound("explosion.wav")
-- Adding a collision filter so the fruits do not collide with each other, they only collide with the catch platform
local fruitProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 2, maskBits = 1}}
local catchPlatformProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 1, maskBits = 2}}
-- Gush filter should not interact with other fruit or the catch platform
local gushProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 4, maskBits = 8} }
-- Will contain all fruits available in the game
local avalFruit = {}
-- Slash line properties (line that shows up when you move finger across the screen)
local maxPoints = 5
local lineThickness = 20
local lineFadeTime = 250
local endPoints = {}
-- Whole Fruit physics properties
local minVelocityY = 850
local maxVelocityY = 1100
local minVelocityX = -200
local maxVelocityX = 200
local minAngularVelocity = 100
local maxAngularVelocity = 200
-- Chopped fruit physics properties
local minAngularVelocityChopped = 100
local maxAngularVelocityChopped = 200
-- Splash properties
local splashFadeTime = 2500
local splashFadeDelayTime = 5000
local splashInitAlpha = .5
local splashSlideDistance = 50 -- The amoutn of of distance the splash slides down the background
-- Contains all the available splash images
local splashImgs = {}
-- Gush properties
local minGushRadius = 10
local maxGushRadius = 25
local numOfGushParticles = 15
local gushFadeTime = 500
local gushFadeDelay = 500
local minGushVelocityX = -350
local maxGushVelocityX = 350
local minGushVelocityY = -350
local maxGushVelocityY = 350
-- Timer references
local bombTimer
local fruitTimer
-- Game properties
local fruitShootingInterval = 1000
local bombShootingInterval = 5000
-- Groups for holding the fruit and splash objects
local splashGroup
local fruitGroup
local sampleVar = true
local score = 0
local scoreText
function main()
score = 0
display.setStatusBar( display.HiddenStatusBar )
setUpBackground()
scoreText = display.newText("Score: 0", 415, 100, native.systemFont, 50)
scoreText:setTextColor(255, 255, 255)
scoreText.text = ("Score: " )..score
pauseAndResume ()
setUpCatchPlatform()
initGroups()
initFruitAndSplash()
Runtime:addEventListener("touch", drawSlashLine)
timer.performWithDelay( 1000, displayScore)
startGame()
end
function displayScore()
scoreText.text = ("Score: " )..score
score = score + 2
end
function startGame()
shootObject("fruit")
bombTimer = timer.performWithDelay(bombShootingInterval, function(event) shootObject("bomb") end, 0)
fruitTimer = timer.performWithDelay(fruitShootingInterval, function(event) shootObject("fruit") end, 0)
end
-- Display the pause button
function pauseAndResume ()
pausebutton = display.newImage ("paused2.png", 10, 100)
pausebutton:addEventListener ("touch" , pauseGame)
resumebutton = display.newImage ("resume.png", 10, 100)
resumebutton.isVisible = false
resumebutton:addEventListener ("touch", resumeGame)
end
function pauseGame (event)
if (event.phase == "ended") then
physics.pause ()
pausebutton.isVisible = false
resumebutton.isVisible = true
timer.pause(fruitTimer)
timer.pause(bombTimer)
sampleVar = false
return true
end
end
function resumeGame (event)
if (event.phase == "ended") then
physics.start()
pausebutton.isVisible = true
resumebutton.isVisible = false
timer.resume(fruitTimer)
timer.resume(bombTimer)
sampleVar = true
return true
end
end
function initGroups()
splashGroup = display.newGroup()
fruitGroup = display.newGroup()
end
function setUpBackground()
local background = display.newImage("bg.png", true)
background.x = display.contentWidth / 2
background.y = display.contentHeight / 2
end
-- Populates avalFruit with all the fruit images and thier widths and heights
function initFruitAndSplash()
local watermelon = {}
watermelon.whole = "watermelonWhole.png"
watermelon.top = "watermelonTop.png"
watermelon.bottom = "watermelonBottom.png"
watermelon.splash = "redSplash.png"
table.insert(avalFruit, watermelon)
local strawberry = {}
strawberry.whole = "strawberryWhole.png"
strawberry.top = "strawberryTop.png"
strawberry.bottom = "strawberryBottom.png"
strawberry.splash = "redSplash.png"
table.insert(avalFruit, strawberry)
-- Initialize splash images
table.insert(splashImgs, "splash1.png")
table.insert(splashImgs, "splash2.png")
table.insert(splashImgs, "splash3.png")
end
function getRandomFruit()
local fruitProp = avalFruit[math.random(1, #avalFruit)]
local fruit = display.newImage(fruitProp.whole)
fruit.whole = fruitProp.whole
fruit.top = fruitProp.top
fruit.bottom = fruitProp.bottom
fruit.splash = fruitProp.splash
return fruit
end
function getBomb()
local bomb = display.newImage( "bomb.png")
return bomb
end
function shootObject(type)
local object = type == "fruit" and getRandomFruit() or getBomb()
fruitGroup:insert(object)
object.x = display.contentWidth / 2
object.y = display.contentHeight + object.height * 2
fruitProp.radius = object.height / 2
physics.addBody(object, "dynamic", fruitProp)
if(type == "fruit") then
object:addEventListener("touch", function(event) chopFruit(object) end)
else
local bombTouchFunction
bombTouchFunction = function(event) explodeBomb(object, bombTouchFunction); end
object:addEventListener("touch", bombTouchFunction)
end
-- Apply linear velocity
local yVelocity = getRandomValue(minVelocityY, maxVelocityY) * -1 -- Need to multiply by -1 so the fruit shoots up
local xVelocity = getRandomValue(minVelocityX, maxVelocityX)
object:setLinearVelocity(xVelocity, yVelocity)
-- Apply angular velocity (the speed and direction the fruit rotates)
local minAngularVelocity = getRandomValue(minAngularVelocity, maxAngularVelocity)
local direction = (math.random() < .5) and -1 or 1
minAngularVelocity = minAngularVelocity * direction
object.angularVelocity = minAngularVelocity
end
function explodeBomb(bomb, listener)
bomb:removeEventListener("touch", listener)
-- The bomb should not move while exploding
bomb.bodyType = "kinematic"
bomb:setLinearVelocity(0, 0)
bomb.angularVelocity = 0
-- Shake the stage
local stage = display.getCurrentStage()
local moveRightFunction
local moveLeftFunction
local rightTrans
local leftTrans
local shakeTime = 50
local shakeRange = {min = 1, max = 25}
moveRightFunction = function(event) rightTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max), y = math.random(shakeRange.min, shakeRange.max), time = shakeTime, onComplete=moveLeftFunction}); end
moveLeftFunction = function(event) leftTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max) * -1, y = math.random(shakeRange.min,shakeRange.max) * -1, time = shakeTime, onComplete=moveRightFunction}); end
moveRightFunction()
local linesGroup = display.newGroup()
-- Generate a bunch of lines to simulate an explosion
local drawLine = function(event)
local line = display.newLine(bomb.x, bomb.y, display.contentWidth * 2, display.contentHeight * 2)
line.rotation = math.random(1,360)
line.width = math.random(15, 25)
linesGroup:insert(line)
end
local lineTimer = timer.performWithDelay(100, drawLine, 0)
-- Function that is called after the pre explosion
local explode = function(event)
audio.play(explosion)
blankOutScreen(bomb, linesGroup);
timer.cancel(lineTimer)
stage.x = 0
stage.y = 0
transition.cancel(leftTrans)
transition.cancel(rightTrans)
end
-- Play the preExplosion sound first followed by the end explosion
audio.play(preExplosion, {onComplete = explode})
timer.cancel(fruitTimer)
timer.cancel(bombTimer)
end
function blankOutScreen(bomb, linesGroup)
local gameOver = displayGameOver()
gameOver.alpha = 0 -- Will reveal the game over screen after the explosion
-- Create an explosion animation
local circle = display.newCircle( bomb.x, bomb.y, 5 )
local circleGrowthTime = 300
local dissolveDuration = 1000
local dissolve = function(event) transition.to(circle, {alpha = 0, time = dissolveDuration, delay = 0, onComplete=function(event) gameOver.alpha = 1 end}); gameOver.alpha = 1 end
circle.alpha = 0
transition.to(circle, {time=circleGrowthTime, alpha = 1, width = display.contentWidth * 3, height = display.contentWidth * 3, onComplete = dissolve})
end
function displayGameOver()
-- Will return a group so that we can set the alpha of the entier menu
local group = display.newGroup()
-- Dim the background with a transperent square
local back = display.newRect( 0,0, display.contentWidth, display.contentHeight )
back:setFillColor(0,0,0, 255 * .1)
group:insert(back)
local gameOver = display.newImage( "gameover.png")
gameOver.x = display.contentWidth / 2
gameOver.y = display.contentHeight / 2
group:insert(gameOver)
local replayButton = ui.newButton{
default = "replayButton.png",
over = "replayButton.png",
onRelease = function(event) group:removeSelf(); main() ; end
}
group:insert(replayButton)
replayButton.x = display.contentWidth / 2
replayButton.y = gameOver.y + gameOver.height / 2 + replayButton.height / 2
return group
end
-- Return a random value between 'min' and 'max'
function getRandomValue(min, max)
return min + math.abs(((max - min) * math.random()))
end
function playRandomSlashSound()
audio.play(slashSounds["slash" .. math.random(1, 3)])
end
function playRandomChoppedSound()
audio.play(choppedSound["chopped" .. math.random(1, 2)])
end
function getRandomSplash()
return display.newImage(splashImgs[math.random(1, #splashImgs)])
end
function chopFruit(fruit)
if (sampleVar == true) then
displayScore()
playRandomChoppedSound()
createFruitPiece(fruit, "top")
createFruitPiece(fruit, "bottom")
createSplash(fruit)
createGush(fruit)
fruit:removeSelf()
end
end
-- Creates a gushing effect that makes it look like juice is flying out of the fruit
function createGush(fruit)
local i
for i = 0, numOfGushParticles do
local gush = display.newCircle( fruit.x, fruit.y, math.random(minGushRadius, maxGushRadius) )
gush:setFillColor(255, 0, 0, 255)
gushProp.radius = gush.width / 2
physics.addBody(gush, "dynamic", gushProp)
local xVelocity = math.random(minGushVelocityX, maxGushVelocityX)
local yVelocity = math.random(minGushVelocityY, maxGushVelocityY)
gush:setLinearVelocity(xVelocity, yVelocity)
transition.to(gush, {time = gushFadeTime, delay = gushFadeDelay, width = 0, height = 0, alpha = 0, onComplete = function(event) gush:removeSelf() end})
end
end
function createSplash(fruit)
local splash = getRandomSplash()
splash.x = fruit.x
splash.y = fruit.y
splash.rotation = math.random(-90,90)
splash.alpha = splashInitAlpha
splashGroup:insert(splash)
transition.to(splash, {time = splashFadeTime, alpha = 0, y = splash.y + splashSlideDistance, delay = splashFadeDelayTime, onComplete = function(event) splash:removeSelf() end})
end
-- Chops the fruit in half
-- Uses some trig to calculate the position
-- of the top and bottom part of the chopped fruit (http://en.wikipedia.org/wiki/Rotation_matrix#Rotations_in_two_dimensions)
function createFruitPiece(fruit, section)
local fruitVelX, fruitVelY = fruit:getLinearVelocity()
-- Calculate the position of the chopped piece
local half = display.newImage(fruit[section])
half.x = fruit.x - fruit.x -- Need to have the fruit's position relative to the origin in order to use the rotation matrix
local yOffSet = section == "top" and -half.height / 2 or half.height / 2
half.y = fruit.y + yOffSet - fruit.y
local newPoint = {}
newPoint.x = half.x * math.cos(fruit.rotation * (math.pi / 180)) - half.y * math.sin(fruit.rotation * (math.pi / 180))
newPoint.y = half.x * math.sin(fruit.rotation * (math.pi / 180)) + half.y * math.cos(fruit.rotation * (math.pi / 180))
half.x = newPoint.x + fruit.x -- Put the fruit back in its original position after applying the rotation matrix
half.y = newPoint.y + fruit.y
fruitGroup:insert(half)
-- Set the rotation
half.rotation = fruit.rotation
fruitProp.radius = half.width / 2 -- We won't use a custom shape since the chopped up fruit doesn't interact with the player
physics.addBody(half, "dynamic", fruitProp)
-- Set the linear velocity
local velocity = math.sqrt(math.pow(fruitVelX, 2) + math.pow(fruitVelY, 2))
local xDirection = section == "top" and -1 or 1
local velocityX = math.cos((fruit.rotation + 90) * (math.pi / 180)) * velocity * xDirection
local velocityY = math.sin((fruit.rotation + 90) * (math.pi / 180)) * velocity
half:setLinearVelocity(velocityX, velocityY)
-- Calculate its angular velocity
local minAngularVelocity = getRandomValue(minAngularVelocityChopped, maxAngularVelocityChopped)
local direction = (math.random() < .5) and -1 or 1
half.angularVelocity = minAngularVelocity * direction
end
-- Creates a platform at the bottom of the game "catch" the fruit and remove it
function setUpCatchPlatform()
local platform = display.newRect( 0, 0, display.contentWidth * 4, 50)
platform.x = (display.contentWidth / 2)
platform.y = display.contentHeight + display.contentHeight
physics.addBody(platform, "static", catchPlatformProp)
platform.collision = onCatchPlatformCollision
platform:addEventListener( "collision", platform )
end
function onCatchPlatformCollision(self, event)
-- Remove the fruit that collided with the platform
event.other:removeSelf()
end
-- Draws the slash line that appears when the user swipes his/her finger across the screen
function drawSlashLine(event)
-- Play a slash sound
if(endPoints ~= nil and endPoints[1] ~= nil) then
local distance = math.sqrt(math.pow(event.x - endPoints[1].x, 2) + math.pow(event.y - endPoints[1].y, 2))
if(distance > minDistanceForSlashSound and slashSoundEnabled == true) then
playRandomSlashSound();
slashSoundEnabled = false
timer.performWithDelay(minTimeBetweenSlashes, function(event) slashSoundEnabled = true end)
end
end
-- Insert a new point into the front of the array
table.insert(endPoints, 1, {x = event.x, y = event.y, line= nil})
-- Remove any excessed points
if(#endPoints > maxPoints) then
table.remove(endPoints)
end
for i,v in ipairs(endPoints) do
local line = display.newLine(v.x, v.y, event.x, event.y)
line.width = lineThickness
transition.to(line, {time = lineFadeTime, alpha = 0, width = 0, onComplete = function(event) line:removeSelf() end})
end
if(event.phase == "ended") then
while(#endPoints > 0) do
table.remove(endPoints)
end
end
end
main()
Try Runtime touch listener ...in that listener event.phase == "move" you can do like above.In event.phase=="ended" reset the value.
Initial set some temp value.
Tempvalue=0
function displayScore()
if Tempvalue == 0 then
Tempvalue=Tempvalue+1
score = score + 2
scoreText.text = ("Score: " )..score
else
score = score + 5
scoreText.text = ("Score: " )..score
end
I just put the sample how to do.
temp=0
local newLine = function(event)
if event.phase=="began" then
elseif event.phase=="moved" then
for i=1,3 do
if event.target.name==i then
temp=temp+1
--here you can do your action to the object(like remove or score)
print("touch"..temp)
end
end
elseif event.phase=="ended" then
end
return true
end
for i=1,3 do
local myCircle = display.newCircle( 100*i, 100, 9 )
myCircle:setFillColor(128,128,128)
myCircle.name=i
myCircle:addEventListener("touch",newLine)
end

how to get array value in lua in not using id

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

Resources