Corona SDK:错误:“尝试索引字段”?“一个零值”,但仅当我在某个场景时

时间:2014-06-24 19:26:16

标签: lua corona null lua-table corona-storyboard

所以我正在制作一款有很多值可以保存的游戏。我使用Rob Miracle的一个模块,可以很容易地保存和加载表来实现这两个表。一个被命名为#34; gamestuff"另一个名为" leveltries"。

在一个场景中,我声明了这些表的值(只有在之前没有保存过它们)

gamestuff.level = 1
        gamestuff.sound = true
        gamestuff.name = "user"
        gamestuff.highscore = 0
        gamestuff.lastscore = 0
        gamestuff.volume = 0.5
        gamestuff.lastlevel = 1
        gamestuff.won = false
        gamestuff.bouncesleft = 0

        local leveltries = {
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},
            {tries =0, wins = 0, fails = 0, retries = 0, bouncesleft = 0, bestbounces = 0, score = 0},


        }
        loadsave.saveTable(leveltries, "leveltries.json")
    loadsave.saveTable(gamestuff, "gamestuff.json")

除了当我尝试进入重启级别场景和第一级之后的获胜场景时,此工作正常。

但它让我困惑,因为在第一级我尝试

        print("Fails: "..leveltries[gamestuff.lastlevel].fails)

并且有效

但是当我在重新启动器场景中尝试它时,它并没有:

local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local loadsave = require("loadsave")

local gamestuff = {}
local leveltries = {}
local options =
{
    effect = "fade",
    time = 400
}

local function loader()
    gamestuff = loadsave.loadTable("gamestuff.json")
    leveltries = loadsave.loadTable("leveltries.json")
    print("loaded")
end

local function save()
    loadsave.saveTable(gamestuff, "gamestuff.json")
    loadsave.saveTable(leveltries, "leveltries.json")
end

function scene:createScene(event)

    gamestuff = {}
    leveltries = {}
end

function scene:enterScene(event)

    loader()
    print("Fails"..leveltries[gamestuff.lastlevel].fails) --says the error is here
    local a = leveltries[gamestuff.lastlevel].fails + 1
    leveltries[gamestuff.lastlevel].fails = a
    timer.performWithDelay( 50, function()
        save()
        storyboard.gotoScene("level"..tostring(gamestuff.lastlevel), options)
    end, 1 )

end

function scene:exitScene(event)
    local group = self.view
    storyboard.removeScene("restarter")

end

function scene:destroyScene(event)
    gamestuff = nil
    leveltries = nil
    options  = nil
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )


return scene

有谁可以告诉我为什么上面的代码不起作用?

可能是因为我没有正确删除游戏"和" leveltries"在level1?

我尝试放入一些打印件。在1级场景中:

一切正常:

print(gamestuff.lastlevel)

print(leveltries[gamestuff.lastlevel].fails)

print(leveltries[gamestuff.lastlevel])

但是在重启器场景中,只有:

print(gamestuff.lastlevel) --which prints 1 and is right

作品

print(leveltries [gamestuff.lastlevel]),在restarter场景中打印nil

我不知道这是怎么回事。我在两个场景中以相同的方式同时加载相同的表格并以相同的方式使用它们。

可能是因为我错误地删除了表格吗?

在场景一中,这些是我的exitScene和removeScene:

function scene:exitScene(event)
    Runtime:removeEventListener("touch", shoot)
    menub:removeEventListener("touch", gotomenu)
    restartb:removeEventListener("touch", restart)
    goal:removeEventListener("collision", win)
    ball:removeEventListener("collision", hit)
    ball:removeEventListener("collision", grow)
    Runtime:removeEventListener("enterFrame", twinkle)
    Runtime:removeEventListener("enterFrame", redraw)
end

function scene:didExitScene(event)
    --storyboard.removeScene("level1")
end

function scene:destroyScene(event)
    bg:removeSelf()
    ball:removeSelf()
    goal:removeSelf()
    topwall:removeSelf()
    bottomwall:removeSelf()
    rightwall:removeSelf()
    leftwall:removeSelf()
    menub:removeSelf()
    bounces = nil
    bouncestext:removeSelf()
    taps = nil
    restartb:removeSelf()
    tuttext:removeSelf()
    gamestuff = nil

    bg = nil
    ball = nil
    goal = nil
    topwall = nil
    bottomwall = nil
    rightwall = nil
    leftwall = nil
    menub = nil
    bouncestext = nil
    restartb = nil
    tuttext = nil
    options = nil
    trailprops = nil
    for i = 1, 3 do
        wallColor[i] = nil
    end


end

scene:addEventListener("createScene", scene)
scene:addEventListener("enterScene", scene)
scene:addEventListener("exitScene", scene)
scene:addEventListener("didExitScene", scene)
scene:addEventListener("destroyScene", scene)

1 个答案:

答案 0 :(得分:0)

我认为问题是,你在场景的开头声明了gamestuff和leveltries数组。然后你再次在创建场景中声明它。你再次覆盖同一个数组。我认为它没有任何意义。删除在创建场景中声明的数组并尝试。