I am using the director class and every time the play.lua scene runs, it works, but upon going to the menu and coming back, everything is how it should be, except the objects wont delete on collision! What is wrong? IT looks to be a problem with the triangle. The terminal says attempt to call method 'insert' (a nil value) and returns the triangle as a -1 value. Not good...
UPDATE something is changing the destroyNow value to 1 unexpectedly?
SORRY IN ADVANCE FOR POSTING SO MUCH CODE
is there more to reset? I reset objects locations, i delete them, and even change all the variables back.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 | --director module(..., package.seeall) function new() local localGroup = display.newGroup() active = true; destroyNow = 0; triangles = 0; squares = 0; circles = 0; limit = 1; gameTime = 0; --0 is triangle --1 is square --2 is circle --PHYSICS++++ local physics = require("physics") physics.start(); physics.setGravity( 0 , 2) --OBJECTS--------------------------------------------------------- local btn = display.newImageRect("mover.png", 100, 100); btn.x = 210; btn.y = 360; btn.myName = "box" physics.addBody(btn, "kinematic" ); btn.crashX = btn.x; btn.crashY = btn.y; local catch = display.newRect(10, 470, 300, 8) catch:setFillColor(255, 0, 0) physics.addBody(catch, "kinematic" ); catch.keep = "yes" catch.doom = "doom" catch.die = "die" local wallLeft = display.newRect(0, 0, 10, 380) physics.addBody(wallLeft, "kinematic" ) local wallRight = display.newRect(310, 0, 40, 380) physics.addBody(wallRight, "kinematic" ) function spawnBox() local box = display.newImage("square.png", 50, 150) box.x = 240; box.y = 260; box.myName = "box" physics.addBody( box, { density = 12, friction = 2, bounce = .4 } ); box.destroy = "true" box.keep = "no" box.now = 1; squares = squares + 1; localGroup:insert(box); print("squares") print(squares) end local function spawnCircle() local circle = display.newImage("circle.png", 130, 240) physics.addBody( circle, {density = 0, friction = .2, bounce = .4} ); circle.die = "live" circle.myName = "circle" localGroup:insert(circle); circle.now = 2; circles = circles + 1; print("circles") print(circles) end local function spawnTriangle() local triangle = display.newImage("enemy1.png", 0, 0, 50, 50) triangle.x = 100; triangle.y = 260; physics.addBody( triangle, { density = 0, friction = .2, bounce = .4 } ); triangle.doom = "yay" triangle.myName = "triangle" triangle.now = 1; triangles = triangles + 1 localGroup:insert(triangle) print("triangles") print(triangles) end ---------------------------------------------------------------------------- --spawners must go after objects tmr = timer.performWithDelay(1000, spawnBox, 1) tmr9 = timer.performWithDelay(2500, spawnCircle, 1) tmr29 = timer.performWithDelay(500, spawnTriangle, 1) --------------------------------------------------------------------------- --------------------------------------------------------------------------- ---------------------------------------------------------DISPLAY REVOLUTION local sensor = display.newImage("holder1.png", 0, 0) physics.addBody(sensor, "kinematic" ); local sensorText = display.newText("Triangle", 57, 28, native.systemFont, 50) sensorText.current = "triangle" -->>>>>>>>>>>>>>>>END ------------------------------------------------------------------------ ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- local function finalEnd() print(destroyNow) print(triangles) print(squares) print(circles) director:changeScene("over") end local function destroyShapes() if (triangles ~= 0) then triangle:removeSelf() triangles = 0; if (squares ~= 0) then square:removeSelf() squares = 0; if (circles ~= 0) then circle:removeSelf() circles = 0; end end end end local function resetScene() destroyNow = 0; triangles = 0; squares = 0; circles = 0; limit = 1; gameTime = 0; active = false; destroyShapes() tmr = timer.performWithDelay(10, finalEnd, 1) end local leftEnd = display.newRect(-30, 380, 0, 100) physics.addBody( leftEnd, "kinematic" ) leftEnd.key = "key" local rightEnd = display.newRect(350, 380, 40, 100) physics.addBody( rightEnd, "kinematic" ) rightEnd.key = "key" --REMEMBER place end after desired codeblock! function winHere(w) print("winning") if(w.object1.key == "key") and (w.object2.myName == "box") then print(destroyNow) if (destroyNow == 1) then squares = squares - 1; w.object2:removeSelf(); nextShape() elseif (destroyNow ~= 1) then print("scene death 1") resetScene() end end if(w.object1.key == "key") and (w.object2.myName == "triangle") then if (destroyNow == 0) then triangles = triangles - 1; w.object2:removeSelf(); nextShape() elseif (destroyNow ~= 0) then print("scene death 0") resetScene() end end if(w.object1.key == "key") and (w.object2.myName == "circle") then if (destroyNow == 2) then w.object2:removeSelf(); circles = circles - 1; nextShape() elseif (destroyNow ~= 2) then print("scene death 2") resetScene() end end if(w.object1.myName == "box") and (w.object2.key == "key") then if (destroyNow == 1) then w.object1:removeSelf(); nextShape() elseif (destroyNow ~= 1) then resetScene() end end if (w.object1.myName == "triangle")and (w.object2.key == "key") then if (destroyNow == 0) then w.object1:removeSelf(); nextShape() elseif (destroyNow ~= 0) then resetScene() end end if (w.object1.myName == "circle") and (w.object2.key == "key") then if (destroyNow == 2) then w.object1:removeSelf(); nextShape() elseif (destroyNow ~= 2) then resetScene() end end end function addUp() gameTime = gameTime + 1; timerText.text = gameTime end timeUp = timer.performWithDelay(1000, addUp, -1) timerText = display.newText(gameTime, 30, 110, native.systemFont, 20) --------------------------------------------------------------- local function spawnShapes() print("fail") if (triangles < limit) and (active == true) then revive = timer.performWithDelay(600, spawnTriangle, 1) if (squares < limit) and (active == true) then revive1 = timer.performWithDelay(400, spawnBox, 1) if (circles < limit) and (active == true) then revive2 = timer.performWithDelay(200, spawnCircle, 1) end end end end --- ------------------------------- local function HAM() limit = limit + 1; end if (active == true) then getHard = timer.performWithDelay(30000, HAM) end ------------------------------- --------------------------------------------------------- ------------------------------- ------------------ ---- function nextShape() if (destroyNow == 0) then sensorText.text = "Square" destroyNow = 1; spawnShapes() --chagning to square elseif (destroyNow == 1) then sensorText.text = "Circle" destroyNow = 2; spawnShapes() --changing to circle elseif (destroyNow == 2) then sensorText.text = "Triangle" destroyNow = 0; spawnShapes() --change to triangle end end --------------FUNCTIONS--------------------- local function catchMe(q) print("function catchMe is working") if(q.object1.doom == "doom") and (q.object2.doom == "yay") then resetScene() elseif(q.object1.keep == "yes") and (q.object2.keep == "no") then resetScene() print("if 2") elseif(q.object1.die == "die") and (q.object2.die == "live") then resetScene() end end function btn:touch(e) if(e.phase == "began") then elseif(e.phase == "moved") then self.x = e.x; self.y = e.y; elseif(e.phase == "ended") then end end btn:addEventListener("touch", btn); local function changeIt() director:changeScene("over") end local background = display.newImage( "world1.jpg" ) ------------------------------------------ ---------------------INSERTS-------------- Runtime:addEventListener("collision", catchMe) Runtime:addEventListener("collision", winHere); localGroup:insert(background); localGroup:insert(btn); localGroup:insert(sensor); localGroup:insert(catch); localGroup:insert(wallLeft); localGroup:insert(wallRight); localGroup:insert(timerText); localGroup:insert(sensorText); localGroup:insert(leftEnd); localGroup:insert(rightEnd); return localGroup end |