[英]Corona SDK gotoScene error
因此,我在Corona SDK中制作了一個應用程序,當我單擊嘗試加載我的第一個級別的按鈕時遇到錯誤。
這是我的代碼:
main.lua
local storyboard = require "storyboard"
storyboard.gotoScene("menu")
menu.lua
local storyboard = require ("storyboard")
local scene = storyboard.newScene()
function scene:createScene( event )
local screenGroup = self.view
-- Background
bg = display.newImage("images/bg.png")
bg.x = display.contentCenterX
bg.y = display.contentCenterY
screenGroup:insert(bg)
-- Title
title = display.newImage("images/title.png")
title.x = display.contentCenterX
title.y = display.contentCenterY - 100
screenGroup:insert(title)
-- Play game
play = display.newImage("images/playgame.png")
play.x = display.contentCenterX - 170
play.y = display.contentCenterY - 27
screenGroup:insert(play)
-- About Us
about = display.newImage("images/about.png")
about.x = display.contentCenterX - 100
about.y = display.contentCenterY + 40
screenGroup:insert(about)
-- Level Select
select = display.newImage("images/select.png")
select.x = display.contentCenterX
select.y = display.contentCenterY + 100
screenGroup:insert(select)
end
function start(event)
if event.phase == "began" then
storyboard.gotoScene("level1", "fade", 400)
end
end
function start2(event)
if event.phase == "began" then
storyboard.gotoScene("about", "fade", 400)
end
end
function start3(event)
if event.phase == "began" then
storyboard.gotoScene("selectlvl", "fade", 400)
end
end
function scene:enterScene(event)
play:addEventListener("touch", start)
about:addEventListener("touch", start2)
select:addEventListener("touch", start3)
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
return scene
我的level1.lua中有0個代碼
我得到的錯誤是這樣的:
Runtime error
?:0: attempt to concatenate global 'sceneName' (a nil value)
stack traceback:
[C]: ?
?: in function 'gotoScene'
...s\corona projects\stickman obsticale course\menu.lua.42: in function
<...s\corona projects\stickman obsticale course\menu.
感謝您的閱讀,希望您能找到答案,因為我不能:)
問題是您的level1.lua中確實有0個代碼。 我將向您發送此模板代碼,以供大家在初次使用情節提要時使用。
代碼的問題在於,當您進入1級時,沒有任何代碼可以創建場景。 而且,沒有有關場景何時進入,退出或被破壞的代碼。 這樣,menu.lua上的代碼就無處可尋。 將下面的代碼復制粘貼到級別1中。當我使用場景模板運行您的代碼時,它對我有用。
另一方面,我注意到您的函數和顯示對象是在createScene中創建的。 我將它們放在enterScene中,因為只有在頁面加載后才應調用它們。
希望這可以幫助! 如果您的代碼無法使用或遇到其他問題,請與我聯系。
----------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
----------------------------------------------------------------------------------
--
-- NOTE:
--
-- Code outside of listener functions (below) will only be executed once,
-- unless storyboard.removeScene() is called.
--
---------------------------------------------------------------------------------
---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- CREATE display objects and add them to 'group' here.
-- Example use-case: Restore 'group' from previously saved state.
-----------------------------------------------------------------------------
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
print("entered")
-----------------------------------------------------------------------------
-- INSERT code here (e.g. start timers, load audio, start listeners, etc.)
-----------------------------------------------------------------------------
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)
-----------------------------------------------------------------------------
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- INSERT code here (e.g. remove listeners, widgets, save state, etc.)
-----------------------------------------------------------------------------
end
---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )
---------------------------------------------------------------------------------
return scene
首先,檢查您在偵聽器level1中編寫的所有lua文件,關於它們的名稱應相同,並且大小寫敏感。
您的level1.lua中將存在問題,並且不應進行編碼。
如果要使用帶有0代碼的情節提要實現它。 請確保已在頂部實現了情節提要對象,並且其場景從底部正確返回。
喜歡:
--Top
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
-您的level1.lua的最后一行
return scene
馬修是對的。 跟着他走。 我只是想添加一個將來的提示,可能會對您有所幫助。 當調試錯誤代碼時,如果代碼聲明了全局值(nil值),則表示內容為空,如果沒有內容,則無法調用對象。 和? 函數中的in表示包含空值的特定對象或函數。 如果再次出現此錯誤,請檢查拼寫錯誤。
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