所以我在Corona SDK中制作应用程序,当我点击试图加载我的第一级别的按钮时出现错误。
以下是我的代码:
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个代码我得到的错误是:
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.
感谢您的阅读,我希望您能找到答案,因为我不能:)
答案 0 :(得分:1)
问题是你的level1.lua中有0个代码。我将向您发送每个人在第一次开始使用故事板时使用的模板代码。
代码的问题在于,当你进入第1级时,没有代码来创建场景。此外,没有代码用于何时进入,退出或销毁场景。通过这种方式,menu.lua上的代码无处可去。将以下代码复制粘贴到级别1.当我使用场景模板运行代码时,它对我有用。
另一方面,我注意到你的函数和显示对象是在createScene中创建的。我会将它们放在enterScene中,因为它们只应在页面加载后调用。
希望这有帮助!如果您的代码不起作用或者您还有其他问题,请与我联系。
----------------------------------------------------------------------------------
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
答案 1 :(得分:0)
首先检查你在监听器,level1,about中写的所有lua文件,它的名称应该与正确的区分大小写相同。
你的level1.lua会有问题,不应该代码。
如果你想用带有0代码的storyboard实现它。请确保您已在顶部实现了storyboard对象,并且其场景从底部正确返回。
喜欢:
--Top
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
- level1.lua的最后一行
return scene
答案 2 :(得分:0)