Director needs to call cancelTimer if an effect is already in progress (patch)

I've noticed a VERY serious problem with the current Director class code.

If you set up a scene with any transition that requires a delay (like moveFromRight) and then do something that causes a new transition while the previous is still working, then it crashes.

For example, set up two screens: tapping Screen1 calls:

director:changeScene("Screen2","moveFromRight")

and tapping Screen2 calls:

director:changeScene("Screen1","moveFromLeft")

Now, tap Screen1 and BEFORE IT IS FINISHED sliding, tap the screen again. This will hang/crash.

I have come up with my own fix for this which should be incorporated into the code in the Code Repository:

1) Within the directory.lua file, whenever you call timer.performWithDelay, save the result in a variable called directorTimer. For example:

directorTimer = timer.performWithDelay( fxTime, fxEnded )

do this for every occurrence of timer.performWithDelay

2) At the end of the fxEnded(event) function, reset this variable by adding this line:

directorTimer = nil

3) In the director:changeScene method, add this code just after the "if lastScene...end" block at the beginning of the function:

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        if (directorTimer) then 
                -- ensure that we don't change again until previous transition is finished
                timer.cancel( directorTimer);
                fxEnded();
        end

@MPotter

Thanks for the help! Some people asked me about this some time ago, the solution I gave to them was a boolean variable to test if the transition is running. This is at version 1.2 but I have a lot to do in that version before release it. I'm thinking on deploy it only with some bug fixes and the new features will be on the next version.

Thank you MPotter for this fix (and ricardorauber for the framework). The app is not crashing anymore when switching fast between the pages. Great!

woud you please, post the full code with all change ?

Sure here it is:

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module(..., package.seeall)
 
--====================================================================--        
-- DIRECTOR CLASS
--====================================================================--
--
-- Version: 1.1
-- Made by Ricardo Rauber Pereira @ 2010
-- Blog: http://rauberlabs.blogspot.com/
-- Mail: ricardorauber@gmail.com
--
-- This class is free to use, feel free to change but please send new versions
-- or new features like new effects to me and help us to make it better!
--
--====================================================================--        
-- CHANGES
--====================================================================--
--
-- 06-OCT-2010 - Ricardo Rauber - Created
-- 07-OCT-2010 - Ricardo Rauber - Functions loadScene and fxEnded were
--                                taken off from the changeScene function;
--                                Added function cleanGroups for best
--                                memory clean up;
--                                Added directorView and effectView groups
--                                for better and easier control;
--                                Please see INFORMATION to know how to use it
--
--====================================================================--
-- VARIABLES
--====================================================================--
--
-- currentView:         Main display group
-- nextView:            Display group for transitions
-- currentScreen:       Active module
-- nextScreen:          New module
-- lastScene:           Active module in string for control
-- nextScene:           New module in string for control
-- effect:              Transition type
-- arg[N]:              Arguments for each transition
-- fxTime:              Time for transition.to
--
--====================================================================--
-- INFORMATION
--====================================================================--
--
-- * For best practices, use fps=60, scale = "zoomStretch" on config.lua
--
-- * In main.lua file, you have to import the class like this:
--
--   director = require("director")
--   local g = display.newGroup()       
--       g:insert(director.directorView)
--
-- * To change scenes, use this command [use the effect of your choice]
--
--   director:changeScene("settings","moveFromLeft")
--
-- * Every scene is a lua module file and must have a new() function that
--   must return a local display group, like this: [see template.lua]
--
--   module(..., package.seeall)
--   function new()
--         local lg = display.newGroup()
--     ------ Your code here ------
--     return lg
--   end
--
-- * Every display object must be inserted on the local display group
--
--   local background = display.newImage("background.png")
--       lg:insert(background)
--
-- * This class doesn't clean timers! If you want to stop timers when
--   change scenes, you'll have to do it manually.
--
--====================================================================--
 
directorView = display.newGroup()
currentView  = display.newGroup()
nextView     = display.newGroup()
effectView   = display.newGroup()
--
local currentScreen, nextScreen
local lastScene = "main"
local fxTime = 200
--
directorView:insert(currentView)
directorView:insert(nextView)
directorView:insert(effectView)
 
------------------------------------------------------------------------        
-- CLEAN GROUP
------------------------------------------------------------------------
 
local function cleanGroups ( curGroup, level )
        if curGroup.numChildren then
                while curGroup.numChildren > 0 do
                        cleanGroups ( curGroup[curGroup.numChildren], level+1 )
                end
                if level > 0 then
                        curGroup:removeSelf()
                end
        else
                curGroup:removeSelf()
                curGroup = nil
                return
        end
end
 
------------------------------------------------------------------------        
-- LOAD SCENE
------------------------------------------------------------------------
 
local function loadScene ( nextScene )
 
        nextScreen = require(nextScene).new()
        nextView:insert(nextScreen)
        
end
 
------------------------------------------------------------------------        
-- EFFECT ENDED
------------------------------------------------------------------------
 
local function fxEnded ( event )
 
        currentView.x = 0
        currentView.y = 0
        currentView.xScale = 1
        currentView.yScale = 1
        --
        cleanGroups(currentView,0)
        --
        currentScreen = nextScreen
        currentView:insert(currentScreen)
        nextView.x = display.contentWidth
        nextView.y = 0
        nextView.xScale = 1
        nextView.yScale = 1
        
        directorTimer = nil
        
        
end
 
------------------------------------------------------------------------        
-- CHANGE SCENE
------------------------------------------------------------------------
 
function director:changeScene(nextScene, 
                              effect, 
                              arg1,
                              arg2,
                              arg3)
 
 
 
        
        -----------------------------------
        -- If is the same, don't change
        -----------------------------------
        
        if lastScene then
                if string.lower(lastScene) == string.lower(nextScene) then
                        return true
                end
        end
        
        if (directorTimer) then 
                -- ensure that we don't change again until previous transition is finished
                timer.cancel( directorTimer);
                fxEnded();
    end
        
        local showFx
 
        -----------------------------------
        -- EFFECT: Move From Right
        -----------------------------------
        
        if effect == "moveFromRight" then
                        
                nextView.x = display.contentWidth
                nextView.y = 0
                --
                loadScene (nextScene)
                --
                showFx = transition.to ( nextView, { x=0, time=fxTime } )
                showFx = transition.to ( currentView, { x=display.contentWidth*-1, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime, fxEnded )
                
        -----------------------------------
        -- EFFECT: Over From Right
        -----------------------------------
        
        elseif effect == "overFromRight" then
        
                nextView.x = display.contentWidth
                nextView.y = 0
                --
                loadScene (nextScene)
                --
                showFx = transition.to ( nextView, { x=0, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime, fxEnded )
                
        -----------------------------------
        -- EFFECT: Move From Left
        -----------------------------------
        
        elseif effect == "moveFromLeft" then
        
                nextView.x = display.contentWidth*-1
                nextView.y = 0
                --
                loadScene (nextScene)
                --
                showFx = transition.to ( nextView, { x=0, time=fxTime } )
                showFx = transition.to ( currentView, { x=display.contentWidth, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime, fxEnded )
        
        -----------------------------------
        -- EFFECT: Over From Left
        -----------------------------------
        
        elseif effect == "overFromLeft" then
        
                nextView.x = display.contentWidth*-1
                nextView.y = 0
                --
                loadScene (nextScene)
                --
                showFx = transition.to ( nextView, { x=0, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime, fxEnded )
        
        -----------------------------------
        -- EFFECT: Over From Top
        -----------------------------------
        
        elseif effect == "overFromTop" then
        
                nextView.x = 0
                nextView.y = display.contentHeight*-1
                --
                loadScene (nextScene)
                --
                showFx = transition.to ( nextView, { y=0, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime, fxEnded )
        
        -----------------------------------
        -- EFFECT: Over From Bottom
        -----------------------------------
        
        elseif effect == "overFromBottom" then
        
                nextView.x = 0
                nextView.y = display.contentHeight
                --
                loadScene (nextScene)
                --
                showFx = transition.to ( nextView, { y=0, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime, fxEnded )
                
        -----------------------------------
        -- EFFECT: Fade
        -----------------------------------
        -- ARG1 = color [string]
        -----------------------------------
        -- ARG1 = red   [number]
        -- ARG2 = green [number]
        -- ARG3 = blue  [number]
        -----------------------------------
        
        elseif effect == "fade" then
        
                local r, g, b
                --
                if type(arg1) == "nil" then
                        arg1 = "black"
                end
                --
                if string.lower(arg1) == "red" then
                        r=255
                        g=0
                        b=0
                elseif string.lower(arg1) == "green" then
                        r=0
                        g=255
                        b=0
                elseif string.lower(arg1) == "blue" then
                        r=0
                        g=0
                        b=255
                elseif string.lower(arg1) == "yellow" then
                        r=255
                        g=255
                        b=0
                elseif string.lower(arg1) == "pink" then
                        r=255
                        g=0
                        b=255
                elseif string.lower(arg1) == "white" then
                        r=255
                        g=255
                        b=255
                elseif type (arg1) == "number"
                   and type (arg2) == "number"
                   and type (arg3) == "number" then
                        r=arg1
                        g=arg2
                        b=arg3
                else
                        r=0
                        g=0
                        b=0
                end
                --
                nextView.x = display.contentWidth
                nextView.y = 0
                --
                loadScene (nextScene)
                --
                local fade = display.newRect( 0 - display.contentWidth, 0 - display.contentHeight, display.contentWidth * 3, display.contentHeight * 3 )
                fade.alpha = 0
                fade:setFillColor( r,g,b )
                effectView:insert(fade)
                --
                showFx = transition.to ( fade, { alpha=1.0, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime, fxEnded )
                --
                local function returnFade ( event )
                
                        showFx = transition.to ( fade, { alpha=0, time=fxTime } )
                        --
                        local function removeFade ( event )
                                fade:removeSelf()
                        end
                        --
                        directorTimer = timer.performWithDelay( fxTime, removeFade )
                        
                end
                --
                directorTimer = timer.performWithDelay( fxTime+1, returnFade )
                
        -----------------------------------
        -- EFFECT: Flip
        -----------------------------------
        
        elseif effect == "flip" then
        
                showFx = transition.to ( currentView, { xScale=0.001, time=fxTime } )
                showFx = transition.to ( currentView, { x=display.contentWidth*0.5, time=fxTime } )
                --
                loadScene (nextScene)
                --
                nextView.xScale=0.001
                nextView.x=display.contentWidth*0.5
                --
                showFx = transition.to ( nextView, { xScale=1, delay=fxTime, time=fxTime } )
                showFx = transition.to ( nextView, { x=0, delay=fxTime, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime*2, fxEnded )
                
        -----------------------------------
        -- EFFECT: Down Flip
        -----------------------------------
        
        elseif effect == "downFlip" then
        
                showFx = transition.to ( currentView, { xScale=0.7, time=fxTime } )
                showFx = transition.to ( currentView, { yScale=0.7, time=fxTime } )
                showFx = transition.to ( currentView, { x=display.contentWidth*0.15,  time=fxTime } )
                showFx = transition.to ( currentView, { y=display.contentHeight*0.15, time=fxTime } )
                showFx = transition.to ( currentView, { xScale=0.001, delay=fxTime, time=fxTime } )
                showFx = transition.to ( currentView, { x=display.contentWidth*0.5, delay=fxTime, time=fxTime } )
                --
                loadScene (nextScene)
                --
                nextView.x = display.contentWidth*0.5
                nextView.xScale=0.001
                nextView.yScale=0.7
                nextView.y=display.contentHeight*0.15
                --
                showFx = transition.to ( nextView, { x=display.contentWidth*0.15, delay=fxTime*2, time=fxTime } )
                showFx = transition.to ( nextView, { xScale=0.7, delay=fxTime*2, time=fxTime } )
                showFx = transition.to ( nextView, { xScale=1, delay=fxTime*3, time=fxTime } )
                showFx = transition.to ( nextView, { yScale=1, delay=fxTime*3, time=fxTime } )
                showFx = transition.to ( nextView, { x=0, delay=fxTime*3, time=fxTime } )
                showFx = transition.to ( nextView, { y=0, delay=fxTime*3, time=fxTime } )
                --
                directorTimer = timer.performWithDelay( fxTime*4, fxEnded )
                
        -----------------------------------
        -- EFFECT: None
        -----------------------------------
        
        else
                directorTimer = timer.performWithDelay( 0, fxEnded )
                loadScene (nextScene)
        end
        
        -----------------------------------
        -- Clean up memory
        -----------------------------------
        
        if lastScene then
                package.loaded[lastScene] = nil
        end
        lastScene = nextScene
        collectgarbage("collect")
        
        return true
end

I tried this code in my Director.lua file but did not work, because main is :
my code is work with my project, but urs it is work in the beginning but because my background
is moving from right to left, its move then everything disappear , may be something with
time of movement or speed of movement ?

my code has Delay time, but urs doesnt have,

what do I have to change ?

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module(..., package.seeall)
 
--====================================================================--        
-- DIRECTOR CLASS
--====================================================================--
--
-- Version: 1.2
-- Made by Ricardo Rauber Pereira @ 2010
-- Blog: http://rauberlabs.blogspot.com/
-- Mail: ricardorauber@gmail.com
--
-- This class is free to use, feel free to change but please send new versions
-- or new features like new effects to me and help us to make it better!
--
--====================================================================--        
-- CHANGES
--====================================================================--
--
-- 06-OCT-2010 - Ricardo Rauber - Created
-- 07-OCT-2010 - Ricardo Rauber - Functions loadScene and fxEnded were
--                                taken off from the changeScene function;
--                                Added function cleanGroups for best
--                                memory clean up;
--                                Added directorView and effectView groups
--                                for better and easier control;
--                                Please see INFORMATION to know how to use it
-- 14-NOV-2010 - Ricardo Rauber - Bux fixes and new getScene function to get
--                                the name of the active scene (lua file)
-- 14-FEB-2011 - Ricardo Rauber - General Bug Fixes
--
--====================================================================--
-- INFORMATION
--====================================================================--
--
-- * For best practices, use fps=60, scale = "zoomStretch" on config.lua
--
-- * In main.lua file, you have to import the class like this:
--
--   director = require( "director" )
--   local mainGroup = display.newGroup()       
--   mainGroup:insert( director.directorView )
--
-- * To change scenes, use this command [use the effect of your choice]
--
--   director:changeScene("settings","moveFromLeft")
--
-- * Every scene is a lua module file and must have a new() function that
--   must return a local display group, like this: [see template.lua]
--
--   module(..., package.seeall)
--   local localGroup = display.newGroup()
--   function new()
--     ------ Your code here ------
--     return localGroup
--   end
--
-- * Every display object must be inserted on the local display group
--
--   local background = display.newImage( "background.png" )
--   localGroup:insert( background )
--
-- * This class doesn't clean timers! If you want to stop timers when
--   change scenes, you'll have to do it manually creating a clean() function.
--
--====================================================================--
 
directorView = display.newGroup()
currView     = display.newGroup()
nextView     = display.newGroup()
effectView   = display.newGroup()
--
local currScreen, nextScreen
local currScene, nextScene = "main", "main"
local newScene
local fxTime = 200
local safeDelay =  50
local isChangingScene = false
--
directorView:insert(currView)
directorView:insert(nextView)
directorView:insert(effectView)
--
currView.x = 0
currView.y = 0
nextView.x = display.contentWidth
nextView.y = 0
 
------------------------------------------------------------------------        
-- GET COLOR
------------------------------------------------------------------------
 
local function getColor ( arg1, arg2, arg3 )
        --
        local r, g, b
        --
        if type(arg1) == "nil" then
                arg1 = "black"
        end
        --
        if string.lower(arg1) == "red" then
                r=255
                g=0
                b=0
        elseif string.lower(arg1) == "green" then
                r=0
                g=255
                b=0
        elseif string.lower(arg1) == "blue" then
                r=0
                g=0
                b=255
        elseif string.lower(arg1) == "yellow" then
                r=255
                g=255
                b=0
        elseif string.lower(arg1) == "pink" then
                r=255
                g=0
                b=255
        elseif string.lower(arg1) == "white" then
                r=255
                g=255
                b=255
        elseif type (arg1) == "number"
           and type (arg2) == "number"
           and type (arg3) == "number" then
                r=arg1
                g=arg2
                b=arg3
        else
                r=0
                g=0
                b=0
        end
        --
        return r, g, b
        --
end
 
------------------------------------------------------------------------        
-- CHANGE CONTROLS
------------------------------------------------------------------------
 
-- fxTime
function director:changeFxTime ( newFxTime )
  if type(newFxTime) == "number" then
    fxTime = newFxTime
  end
end
 
-- safeDelay
function director:changeSafeDelay ( newSafeDelay )
  if type(newSafeDelay) == "number" then
    safeDelay = newSafeDelay
  end
end
 
------------------------------------------------------------------------        
-- GET SCENES
------------------------------------------------------------------------
 
function director:getCurrScene ()
        return currScene
end
--
function director:getNextScene ()
        return nextScene
end
 
------------------------------------------------------------------------        
-- CLEAN GROUP
------------------------------------------------------------------------
 
local function cleanGroups ( curGroup, level )
        if curGroup.numChildren then
                while curGroup.numChildren > 0 do
                        cleanGroups ( curGroup[curGroup.numChildren], level+1 )
                end
                if level > 0 then
                        curGroup:removeSelf()
                end
        else
                curGroup:removeSelf()
                curGroup = nil
                return true
        end
end
 
------------------------------------------------------------------------        
-- CALL CLEAN FUNCTION
------------------------------------------------------------------------
 
local function callClean ( moduleName )
        if type(package.loaded[moduleName]) == "table" then
                if string.lower(moduleName) ~= "main" then
                        for k,v in pairs(package.loaded[moduleName]) do
                                if k == "clean" and type(v) == "function" then
                                        package.loaded[moduleName].clean()
                                end
                        end
                end
        end
end
 
------------------------------------------------------------------------        
-- UNLOAD SCENE
------------------------------------------------------------------------
 
local function unloadScene ( moduleName )
        if moduleName ~= "main" and type(package.loaded[moduleName]) == "table" then
                package.loaded[moduleName] = nil
                local function garbage ( event )
                        collectgarbage("collect")
                end
                garbage()
                timer.performWithDelay(fxTime,garbage)
        end
end
 
------------------------------------------------------------------------        
-- LOAD SCENE
------------------------------------------------------------------------
 
local function loadScene ( moduleName, target )
 
        -- Test parameters
        if type(moduleName) == "nil" then
                return true
        end
        if type(target) == "nil" then
                target = "next"
        end
        
        -------------------------------------
        -- Load choosed scene
        -------------------------------------
        
        -- Prev
        if string.lower(target) == "curr" then
                --
                callClean ( moduleName )
                --
                cleanGroups(currView,0)
                --
                if nextScene == moduleName then
                        cleanGroups(nextView,0)
                end
                --
                unloadScene( moduleName )
                --
                currScreen = require(moduleName).new()
                currView:remove(currScreen)
                currScene = moduleName
 
        -- Next
        else
                --
                callClean ( moduleName )
                --
                cleanGroups(nextView,0)
                --
                if currScene == moduleName then
                        cleanGroups(currView,0)
                end
                --
                unloadScene( moduleName )
                --
                nextScreen = require(moduleName).new()
                nextView:insert(nextScreen)
                nextScene = moduleName
                
        end
        
end
 
-- Load curr screen
function director:loadCurrScene ( moduleName )
        loadScene ( moduleName, "curr" )
end
 
-- Load next screen
function director:loadNextScene ( moduleName )
        loadScene ( moduleName, "next" )
end
 
------------------------------------------------------------------------
-- EFFECT ENDED
------------------------------------------------------------------------
 
local function fxEnded ( event )
 
        currView.x = 0
        currView.y = 0
        currView.xScale = 1
        currView.yScale = 1
        --
        callClean  ( currScene )
        cleanGroups( currView ,0)
        unloadScene( currScene )
        --
        currScreen = nextScreen
        currScene = newScene
        currView:insert(currScreen)
        --
        nextView.x = display.contentWidth
        nextView.y = 0
        nextView.xScale = 1
        nextView.yScale = 1
        --
        isChangingScene = false
        
end
 
------------------------------------------------------------------------        
-- CHANGE SCENE
------------------------------------------------------------------------
        -----------------------------------
        -- Clean up memory
        -----------------------------------
        
        if lastScene then
 
                -- If you want to use a custom function to clean, use this
--              if string.lower(lastScene) ~= "main" then
--                      package.loaded[lastScene].clean()
--              end
 
                package.loaded[lastScene] = nil
        end
        lastScene = nextScene
        collectgarbage("collect")
function director:changeScene(nextLoadScene, 
                              effect, 
                              arg1,
                              arg2,
                              arg3)
 
        -----------------------------------
        -- If is changing scene, return without do anything
        -----------------------------------
 
        if isChangingScene then
                return true
        else
                isChangingScene = true
        end
 
        -----------------------------------
        -- If is the same, don't change
        -----------------------------------
        
        if currScene then
                if string.lower(currScene) == string.lower(nextLoadScene) then
                        return true
                end
        end
        
        newScene = nextLoadScene
        local showFx
 
        -----------------------------------
        -- EFFECT: Move From Right
        -----------------------------------
        
        if effect == "moveFromRight" then
                        
                nextView.x = display.contentWidth
                nextView.y = 0
                --
                loadScene (newScene)
                --
                showFx = transition.to ( nextView, { x=0, time=fxTime } )
                showFx = transition.to ( currView, { x=display.contentWidth*-1, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
                
        -----------------------------------
        -- EFFECT: Over From Right
        -----------------------------------
        
        elseif effect == "overFromRight" then
        
                nextView.x = display.contentWidth
                nextView.y = 0
                --
                loadScene (newScene)
                --
                showFx = transition.to ( nextView, { x=0, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
                
        -----------------------------------
        -- EFFECT: Move From Left
        -----------------------------------
        
        elseif effect == "moveFromLeft" then
        
                nextView.x = display.contentWidth*-1
                nextView.y = 0
                --
                loadScene (newScene)
                --
                showFx = transition.to ( nextView, { x=0, time=fxTime } )
                showFx = transition.to ( currView, { x=display.contentWidth, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
        
        -----------------------------------
        -- EFFECT: Over From Left
        -----------------------------------
        
        elseif effect == "overFromLeft" then
        
                nextView.x = display.contentWidth*-1
                nextView.y = 0
                --
                loadScene (newScene)
                --
                showFx = transition.to ( nextView, { x=0, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
                
        -----------------------------------
        -- EFFECT: Move From Top
        -----------------------------------
 
        elseif effect == "moveFromTop" then
 
                nextView.x = 0
                nextView.y = display.contentHeight*-1
                --
                loadScene (newScene)
                --
                showFx = transition.to ( nextView, { y=0, time=fxTime } )
                showFx = transition.to ( currView, { y=display.contentHeight, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
        
        -----------------------------------
        -- EFFECT: Over From Top
        -----------------------------------
        
        elseif effect == "overFromTop" then
        
                nextView.x = 0
                nextView.y = display.contentHeight*-1
                --
                loadScene (newScene)
                --
                showFx = transition.to ( nextView, { y=0, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
                
        -----------------------------------
        -- EFFECT: Move From Bottom
        -----------------------------------
 
        elseif effect == "moveFromBottom" then
 
                nextView.x = 0
                nextView.y = display.contentHeight
                --
                loadScene (newScene)
                --
                showFx = transition.to ( nextView, { y=0, time=fxTime } )
                showFx = transition.to ( currView, { y=display.contentHeight*-1, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
        
        -----------------------------------
        -- EFFECT: Over From Bottom
        -----------------------------------
        
        elseif effect == "overFromBottom" then
        
                nextView.x = 0
                nextView.y = display.contentHeight
                --
                loadScene (newScene)
                --
                showFx = transition.to ( nextView, { y=0, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
                
        -----------------------------------
        -- EFFECT: Crossfade
        -----------------------------------
 
        elseif effect == "crossfade" then
 
                nextView.x = display.contentWidth
                nextView.y = 0
                --
                loadScene (newScene)
                --
                nextView.alpha = 0
                nextView.x = 0
                --
                showFx = transition.to ( nextView, { alpha=1, time=fxTime*2 } )
                --
                timer.performWithDelay( fxTime*2+safeDelay, fxEnded )
                
        -----------------------------------
        -- EFFECT: Fade
        -----------------------------------
        -- ARG1 = color [string]
        -----------------------------------
        -- ARG1 = red   [number]
        -- ARG2 = green [number]
        -- ARG3 = blue  [number]
        -----------------------------------
        
        elseif effect == "fade" then
        
                local r, g, b = getColor ( arg1, arg2, arg3 )
                --
                nextView.x = display.contentWidth
                nextView.y = 0
                --
                loadScene (newScene)
                --
                local fade = display.newRect( 0 - display.contentWidth, 0 - display.contentHeight, display.contentWidth * 3, display.contentHeight * 3 )
                fade.alpha = 0
                fade:setFillColor( r,g,b )
                effectView:insert(fade)
                --
                showFx = transition.to ( fade, { alpha=1.0, time=fxTime } )
                --
                timer.performWithDelay( fxTime+safeDelay, fxEnded )
                --
                local function returnFade ( event )
                
                        showFx = transition.to ( fade, { alpha=0, time=fxTime } )
                        --
                        local function removeFade ( event )
                                fade:removeSelf()
                        end
                        --
                        timer.performWithDelay( fxTime+safeDelay, removeFade )
 
                end
                --
                timer.performWithDelay( fxTime+safeDelay+1, returnFade )
                
        -----------------------------------
        -- EFFECT: Flip
        -----------------------------------
        
        elseif effect == "flip" then
        
                showFx = transition.to ( currView, { xScale=0.001, time=fxTime } )
                showFx = transition.to ( currView, { x=display.contentWidth*0.5, time=fxTime } )
                --
                loadScene (newScene)
                --
                nextView.xScale=0.001
                nextView.x=display.contentWidth*0.5
                --
                showFx = transition.to ( nextView, { xScale=1, delay=fxTime, time=fxTime } )
                showFx = transition.to ( nextView, { x=0, delay=fxTime, time=fxTime } )
                --
                timer.performWithDelay( fxTime*2+safeDelay, fxEnded )
                
        -----------------------------------
        -- EFFECT: Down Flip
        -----------------------------------
        
        elseif effect == "downFlip" then
        
                showFx = transition.to ( currView, { xScale=0.7, time=fxTime } )
                showFx = transition.to ( currView, { yScale=0.7, time=fxTime } )
                showFx = transition.to ( currView, { x=display.contentWidth*0.15,  time=fxTime } )
                showFx = transition.to ( currView, { y=display.contentHeight*0.15, time=fxTime } )
                showFx = transition.to ( currView, { xScale=0.001, delay=fxTime, time=fxTime } )
                showFx = transition.to ( currView, { x=display.contentWidth*0.5, delay=fxTime, time=fxTime } )
                --
                loadScene (newScene)
                --
                nextView.x = display.contentWidth*0.5
                nextView.xScale=0.001
                nextView.yScale=0.7
                nextView.y=display.contentHeight*0.15
                --
                showFx = transition.to ( nextView, { x=display.contentWidth*0.15, delay=fxTime*2, time=fxTime } )
                showFx = transition.to ( nextView, { xScale=0.7, delay=fxTime*2, time=fxTime } )
                showFx = transition.to ( nextView, { xScale=1, delay=fxTime*3, time=fxTime } )
                showFx = transition.to ( nextView, { yScale=1, delay=fxTime*3, time=fxTime } )
                showFx = transition.to ( nextView, { x=0, delay=fxTime*3, time=fxTime } )
                showFx = transition.to ( nextView, { y=0, delay=fxTime*3, time=fxTime } )
                --
                timer.performWithDelay( fxTime*4+safeDelay, fxEnded )
             
             
      
        -----------------------------------
        -- EFFECT: None
        -----------------------------------
        
        else
                timer.performWithDelay( 0, fxEnded )
                loadScene (newScene)
        end
    
        return true
        
end

@eng.tareqali

The modification above is for director 1.1, the version you have is 1.2 - you shouldn't need to use it there

I got confused ,

my version is 1.2 ? so I should not use the Code that other member posted it ??

is this true ??

if yes,

how can I solve my problem ? hahahha

Use Version 1.2 as the original problem is fixed in there

views:2283 update:2011/10/13 9:25:17
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