[英]Corona SDK saying attempt to call method 'removeSelf()' (a nil value)
[英]Corona sdk attempt to call method 'removeSelf' (a nil value)
我正在嘗試在曲棍球應用中為用戶提供一個重置按鈕,但我一直收到此錯誤,而且我不知道還有什么要解決的attempt to call method 'removeSelf' (a nil value)
它attempt to call method 'removeSelf' (a nil value)
。 我試圖搬動東西,但是還是沒有幫助。 如何解決此錯誤? 請幫幫我。
我的代碼:
function startGame(event)
titleScreenGroup:removeSelf()
resetScore() -- in the case that this is a rematch
placePlayerOnePaddle()
placePlayerTwoPaddle()
placePuck(puckAvalLocation.center)
Runtime:addEventListener( "postCollision", onPostCollision )
Runtime:addEventListener( "collision", onCollision )
appodeal.show("interstitial") --<-------- move this to scene:show()'s "did" phase
end
local function gameRestart(event)
if ("ended" == event.phase) then
--code here when touch begin
startGame()
end
end
function setUpGroundGraphics()
local graphic = display.newImageRect( "bg.png", 768, 1024 )
graphic.x = display.contentWidth / 2
graphic.y = display.contentHeight / 2
local graphic = display.newImageRect( "score.png", 122, 144 )
graphic.x = topLeft.x + 90
graphic.y = display.contentHeight / 2
graphic = display.newImageRect( "centerLine.png", 768, 9 )
graphic.x = display.contentWidth / 2
graphic.y = display.contentHeight / 2
graphic = display.newImageRect( "centerCircle.png", 198, 198 )
graphic.x = display.contentWidth / 2
graphic.y = display.contentHeight / 2
-- top goal line
graphic = display.newImageRect( "goalLine.png", 497, 203 )
graphic.x = display.contentWidth / 2
graphic.y = topLeft.y + wallThickness * 2 + 70
-- bottom goal line
graphic = display.newImageRect( "goalLine.png", 497, 203 )
graphic.x = display.contentWidth / 5
graphic.y = bottomRight.y - wallThickness * 2 -70
graphic.rotation = 180
resetButton = display.newImageRect( "reset.png", 508, 224 )
resetButton.x = display.contentWidth / 4.1
resetButton.y = display.contentHeight - display.contentHeight / 2.5
resetButton:scale( 0.4, 0.4 )
resetButton:addEventListener("touch", gameRestart)
end
編輯!! 這是我定義titlescreengroup的地方
local lastForce -- Used to calculate the volume of a the collision sound effects
local titleScreenGroup
function main()
display.setStatusBar( display.HiddenStatusBar )
setUpTable()
setUpTitleScreen()
end
function setUpTable()
setUpGroundGraphics()
setUpPaddleWalls()
setUpPuckWalls()
setUpScoreText();
end
function setUpTitleScreen()
titleScreenGroup = display.newGroup()
local background =
display.newImageRect("rink.jpg",display.contentWidth,display.contentHeight)
background.x = display.contentCenterX
background.y = display.contentCenterY
titleScreenGroup:insert(background)
title = display.newImageRect( "title.png", 530, 196 )
title.x = display.contentWidth / 2
title.y = display.contentHeight / 4
titleScreenGroup:insert(title)
playButton = display.newImageRect( "play.png", 508, 224 )
playButton.x = display.contentWidth / 2
playButton.y = display.contentHeight - display.contentHeight / 4
titleScreenGroup:insert(playButton)
display.getCurrentStage():insert(titleScreenGroup)
playButton:addEventListener("touch", startGame)
end
我認為您嘗試titleScreenGroup
刪除titleScreenGroup
組。 這應該有助於:
function startGame(event)
if titleScreenGroup then
titleScreenGroup:removeSelf()
titleScreenGroup = nil
end
resetScore() -- in the case that this is a rematch
placePlayerOnePaddle()
placePlayerTwoPaddle()
placePuck(puckAvalLocation.center)
Runtime:addEventListener( "postCollision", onPostCollision )
Runtime:addEventListener( "collision", onCollision )
appodeal.show("interstitial") --<-------- move this to scene:show()'s "did" phase
end
我還注意到,當用戶觸摸播放按鈕時, startGame
函數會被調用兩次。 快速解決:
function setUpTitleScreen()
...
playButton:addEventListener("touch", gameRestart)
end
最好使用display.remove(object) ,然后使用titleScreenGroup = nil https://docs.coronalabs.com/api/library/display/remove.html
function startGame(event)
--titleScreenGroup:removeSelf()
display.remove( titleScreenGroup )
titleScreenGroup = nil
resetScore() -- in the case that this is a rematch
placePlayerOnePaddle()
placePlayerTwoPaddle()
placePuck(puckAvalLocation.center)
Runtime:addEventListener( "postCollision", onPostCollision )
Runtime:addEventListener( "collision", onCollision )
appodeal.show("interstitial") --<-------- move this to scene:show()'s "did"
phase
end
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