I'm working on a business app using corona. The interfcae is sort of like the gmail mobile app interface. You've got a screen with a table, when a row is clicked, it opens a new page.
Description of interface: The app gets text and imagelinks from indexed elements in a json object. For each element(jsonObject[i]) in the json object, a row is created and the images are downloaded from the link passed contained in the "imagelink" field in each json element, while texts are gotten from other fields in the same json element. I'm using sockets to get the image and store them in a temporary location that way the images download before everything shows up. And when a row is clicked, it passes the current json element (jsonObject[i]) as well as the tempimage downloaded, and on this new page, the tempImage and some other fields that weren't used in the table are displayed.
Issue: When moving back and front from the scene with the table and the page displayed when a row is clicked, it takes sometime to load up. Understandable since it has to download images, to help with this I created a scene called "loading" to call in between the two other scenes, For now it just has a plane white box (Screen size) that I want it to display while the next scene takes it's time to load, that way it doesn't look like the app is frozen.
My problem: The "loading" scene doesn't work, I know the app loads it cause I removed the part in the code that goes to the next screen, and the loading scene shows up, but when it's added back, everything transitions the way it did before, the current screen appears to be frozen and then goes to the next screen like the "loading" scene isn't there. Could I please get some help with this? I tried using "loadScene" before "goto" but I got a lot of errors. Thank you!
My code:
ItemListPage.lua
local composer = require ( "composer" )
local widget = require( "widget" )
local json = require( "json" )
-- Load the relevant LuaSocket modules
local http = require( "socket.http" )
local ltn12 = require( "ltn12" )
local scene = composer.newScene()
--To help with navigation, these two variables are set on all scenes except loading
--nextScene is the scene I want loaded after the "loading scene"
--prevScene is the current scene which will soon become the previous.
composer.setVariable( "nextScene", "itemDisplayPage")
composer.setVariable( "prevScene", composer.getSceneName("current"))
--NavigationBar elements initiated
--Removed for readability
--Load Json from local file
local filename = system.pathForFile( "items.json", system.ResourceDirectory )
local decoded, pos, msg = json.decodeFile( filename )
if not decoded then
print( "Decode failed at "..tostring(pos)..": "..tostring(msg) )
else
print( "File successfully decoded!" )
end
local items=decoded.items
--items being JsonObject explained in queston
--image handler
local function networkListener( event )
if ( event.isError ) then
print ( "Network error - download failed" )
end
print ( "event.response.fullPath: ", event.response.fullPath )
print ( "event.response.filename: ", event.response.filename )
print ( "event.response.baseDirectory: ", event.response.baseDirectory )
end
--Table stuff
local scrollBarOptions = {
sheet = scrollBarSheet, -- Reference to the image sheet
topFrame = 1, -- Number of the "top" frame
middleFrame = 2, -- Number of the "middle" frame
bottomFrame = 3 -- Number of the "bottom" frame
}
local function onRowRender( event )
-- Get reference to the row group
local row = event.row
local params=event.row.params
local itemRow=3;
-- Cache the row "contentWidth" and "contentHeight" because the row bounds can change as children objects are added
local rowHeight = row.contentHeight
local rowWidth = row.contentWidth
row.rowTitle = display.newText( row, params.topic, 0, 0, nil, 14 )
row.rowTitle:setFillColor( 0 )
row.rowTitle.anchorX = 0
row.rowTitle.x = 0
row.rowTitle.y = (rowHeight/2) * 0.5
--Other elements removed for readabilty (it's all just text objects)
--Download Image
--params referring to items[i]
local imagelink =params.imagelink
-- Create local file for saving data
local path = system.pathForFile( params.imagename, system.TemporaryDirectory )
myFile = io.open( path, "w+b" )
-- Request remote file and save data to local file
http.request{
url = imagelink,
sink = ltn12.sink.file( myFile )
}
row.Image = display.newImageRect(row, params.imagename, system.TemporaryDirectory, 25, 25)
row.Image.x = 20
row.Image.y = (rowHeight/2) * 1.5
row:insert( row.rowTitle )
row:insert( row.Image )
end
local function onRowTouch( event )
local row = event.target
local params=event.target.params
composer.removeScene(composer.getSceneName("current"))
composer.gotoScene( "loading" , {params=params})
end
-- Table
local tableView = widget.newTableView(
{
left = 0,
top = navBar.height,
height = display.contentHeight-navBar.height,
width = display.contentWidth,
onRowRender = onRowRender,
onRowTouch = onRowTouch,
listener = scrollListener
}
)
function scene:create( event )
local sceneGroup = self.view
-- create a white background to fill screen
local background = display.newRect( display.contentCenterX, display.contentCenterY, display.contentWidth, display.contentHeight )
background:setFillColor( 1 ) -- white
-- Insert rows
for i = 1, #sermons do
-- Insert a row into the tableView
tableView:insertRow{
rowHeight = 100,
rowColor = { default={ 0.8, 0.8, 0.8, 0.8 } },
lineColor = { 1, 0, 0 },
params=items[i]
}
end
-- all objects must be added to group (e.g. self.view)
sceneGroup:insert( background )
sceneGroup:insert( tableView )
end
-- other functions and elements unused and removed for readability
loading.lua
local composer = require ( "composer" )
local widget = require( "widget" )
local json = require( "json" )
local scene = composer.newScene()
local nextParams
function scene:create( event )
local sceneGroup = self.view
nextParams= event.params
-- create a white background to fill screen
local background = display.newRect( display.contentCenterX,
display.contentCenterY, display.contentWidth, display.contentHeight )
background:setFillColor( 1 ) -- white
-- all objects must be added to group (e.g. self.view)
sceneGroup:insert( background )
end
local function showNext(event)
--go to next scene
composer.removeScene(composer.getSceneName("current"))
--Goes to next scene with parameters passed from previous scene
composer.gotoScene(composer.getVariable( "nextScene" ), {params=nextParams})
return true
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if phase == "will" then
-- Called when the scene is still off screen and is about to move on screen
elseif phase == "did" then
showNext()
end
end
-- other functions and elements unused and removed for readability
ItemDisplayPage.lua
local composer = require ( "composer" )
local widget = require( "widget" )
local json = require( "json" )
local scene = composer.newScene()
--To help with navigation, these two variables are set on all scenes except loading
--nextScene is the scene I want loaded after the "loading scene"
--prevScene is the current scene which will soon become the previous.
composer.setVariable( "nextScene", composer.getVariable( "prevScene" ))
composer.setVariable( "prevScene", composer.getSceneName("current"))
--NavigationBar elements initiated
--This creates the "back button", when clicked it returns to the previous scene, in this case "itemListPage"
--it takes, no parameters
local function handleLeftButton( event )
if ( event.phase == "ended" ) then
composer.removeScene(composer.getSceneName("current"))
composer.gotoScene( "loading" , {params=nil})
end
return true
end
--Remaning navbar elements removed for readability
function scene:create( event )
local sceneGroup = self.view
local params=event.params
-- create a white background to fill screen
local background = display.newRect( display.contentCenterX, display.contentCenterY, display.contentWidth, display.contentHeight )
background:setFillColor( 1 ) -- white
--creating header bar
local bar = display.newRect( navBar.height + (headerBarHeight*0.5), display.contentCenterY, display.contentWidth, headerBarHeight )
bar:setFillColor( 1 )
-- create stuff
local title = display.newText(params.topic, 0, 0, nil, 14 )
title:setFillColor( 0 )
title.anchorX = 0
title.x = margin
title.y = ((2*headerBarHeight/2) * 0.5)+navBar.height
local Image = display.newImageRect(params.imagename, system.TemporaryDirectory, 25, 25)
Image.x = 50
Image.y = display.contentCenterY
-- all objects must be added to group (e.g. self.view)
sceneGroup:insert( background )
sceneGroup:insert( title )
sceneGroup:insert( Image)
end
-- other functions and elements unused and removed for readability
If I understand correctly your scenes are shown in following order:
ItemListPage -> loading -> ItemDisplayPage
But loading scene doesn't have any heavy work to do - so it is redundant.
On ItemListPage.lua you load images in onRowRender callback. This callback is called when you call tableView:insertRow(...) in scene:create. So there is the root of freese
I suggest you to create loading overlay on ItemListPage scene create event. Part of code with table creation should run after you show loading overlay to user - in ItemListPage scene:show event
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if phase == "will" then
elseif phase == "did" then
composer.showOverlay( "loading", { isModal = true })
-- Insert rows
for i = 1, #sermons do
--put your code here
end
composer.hideOverlay( "fade", 100 )
end
end
On PC, my game compiles fine and runs properly, but as soon as I build it for Android I get this weird error code:
bad argument #1 to 'random' (interval is empty)
The line of code this error code comes from is:
local word = wordsList[math.random(#wordsList)]
The whole code Segement:
local lineCount = 1
local wordsList = {}
local wordAccepted = true
local file = io.open( system.pathForFile( "words.txt", system.ResourceDirectory ), "r" ) --Open the words file from the resource folder
for line in file:lines() do
if #line > 1 and #line <= 10 then
for i = 1,#line do
if string.byte(line,i)<65 or string.byte(line,i)>90 and string.byte(line,i)<97 or string.byte(line,i)>122 then
wordAccepted = false
end
end
if wordAccepted == true then
print ("accepted "..line)
wordsList[lineCount]=string.upper(line)
lineCount = lineCount + 1
else
print("rejected "..line)
end
end
end
io.close( file )
file = nil
local word = wordsList[math.random(#wordsList)]
The error message bad argument #1 to 'random' (interval is empty) means that you are trying to pass zero to math.random().
In other words, your wordsList array is empty.
I want to be able to pass the value from a stepper widget in corona into a json file. So far I've got my stepper to display and increment and decrement and display the current value on screen. I've written a function to save the value to a file as json, but i'm having trouble calling that function. I want to be able to have other setting on screen which have their values save to json. Here the code I have to save the setting:
local function saveSettings (e)
-- body
print("testtesttest")
if (file) then
local content = file:read("*a")
else
settings = {}
settings.houses = StepperNo
file = io.open(path, "w")
local json_setting = json.encode(settings)
file:write(json_setting)
io.close(file)
end
end
and then the code to display the stepper:
local StepperNo = 1
local displayNoOfHouses = display.newText("Number of houses: "..StepperNo,180,135, native.systemFontBold,16)
local function onStepperPress( e )
if ("increment" == e.phase) then
StepperNo = StepperNo + 1
elseif ("decrement") == e.phase then
StepperNo = StepperNo - 1
end
displayNoOfHouses.text = "Number of houses: "..StepperNo
end
local HouseStepper = widget.newStepper {left = 100, top = 100, minimumValue = 0, maximumValue = 9, onPress = onStepperPress}
I dont know how to call the savesetting function after the stepper is pressed. I think I might have done this incorrectly or may be missing something obvious, I am very new to Lua...
There is a very simple to implement table saver and loader presented in this tutorial:
http://coronalabs.com/blog/2014/10/14/tutorial-saving-and-loading-lua-tables-with-json/
It uses JSON to encode a Lua table to save and when needed, read the JSON back in and decode it to a Lua table.
hey i am new to the Corona sdk world i want to learn how to spawn some objects and make them move across the screen i try everything and it never work i read the forum on spawning the right way and try it but still end up with a error in my code help this is my code
local mRandom = math.random
local mAbs = math.abs
local objects = {"rocket02" ,"rocket01","coin01"}
local function spawnObject()
local objIdx = mRandom(#objects)
local objName = objects[objIdx]
local object = display.newImage("image/object_"..objName..".png")
object.x = mRandom (screenLeft +30,screenRight-30)
object.y = screenTop
if objIdx < 4 then
object.type = "food"
else
object.type = "other"
end
end
Also can some one tell me how to make it move across the screen
Please help Thanks
here's the media file for you to take a look at
I'll show you a method. For that, I have rewritten your code as follows:
local mRandom = math.random
local objects = {"rocket02" ,"rocket01","coin01"}
local objectTag = 0
local object = {}
local function spawnObject()
objectTag = objectTag + 1
local objIdx = mRandom(#objects)
local objName = objects[objIdx]
object[objectTag] = display.newImage(objName..".png") -- see the difference here
object[objectTag].x = 30+mRandom(320)
object[objectTag].y = 200
object[objectTag].name = objectTag
print(objectTag)
end
timer.performWithDelay(1,spawnObject,3)
Here I've used a timer for displaying the object. You can also use for loop for the same purpose.
Here you can call any object with tag as object[objectTag].
For your information:
display.newImage(objName..".png")
--[[ will display object named rocket02.png or rocket01.png or coin01.png
placed in the same folder where your main.lua resides --]]
And
display.newImage("image/object_"..objName..".png")
--[[ will display object named object_rocket02.png or object_rocket01.png
or object_coin01.png placed in a folder named 'image'. And the folder
'image' should reside in the same folder where your main.lua is. --]]
And for moving your object from top to bottom, you can use:
either
function moveDown()
object[objectTag].y = object[objectTag].y + 10
--replace 'objectTag' in above line with desired number (ir., 1 or 2 or 3)
end
timer.performWithDelay(100,moveDown,-1)
or
transition.to(object[objectTag],{time=1000,y=480})
--[[ replace 'objectTag' in above line with desired number (ir., 1 or 2 or 3)
eg: transition.to(object[1],{time=1000,y=480}) --]]
Keep coding.............. :)
I'm new to Coronoa and Lua, and I'm trying to figure out how to close a map and textbox. The map and text box appear over the home screen, and I was able to create a button (just a genreic black x) and make it close but I can not get the map or text box to close. Below is the code snippet I am using, but I am stuck. I have searched Google, and read through their documentation, and I am just missing something.
local obj = display.newImageRect( "closeButton.jpg" ,25,25 )
obj.x = 60
obj.y = 410 -- replaced with newImageRect for dynamic scaling (adjust X & Y as required)
obj.touch = function (event)
local btn = event.target
if event.phase == "ended" then
btn.alpha = 0 -- example to show the function doing something
myMap.alpha = 0
textBox.alpha = 0
end
end
-- begin detecting touches
obj:addEventListener( "touch", obj.touch)
myMap = native.newMapView( 25, 0, 275, 180 )
myMap.mapType = "hybrid" -- other mapType options are "satellite" or "hybrid"
myMap.isScrollEnabled = true
myMap.isZoomEnabled = true
myMap.isLocationUpdating = true
isVisible = myMap.isLocationVisible
myMap:setCenter( 38.354614, -81.726351 )
myMap:addMarker( 38.354614, -81.726351)
-- Adding the Text Box that contains the Directions
textBox = native.newTextBox( 22, 183, 280, 225 )
textBox.text = "blah blah blah boring directions."
local group = display.newGroup()
group:insert( obj )
I keep getting "attempt to index local 'myMap' (a nil value)", and the same error for textBox. So if anyone can help, its appreciated.
Locally declare your 'MapView' and 'textBox' above the 'obj.touch' function, as below:
local myMap;
local textBox;
Note: Corona mapView does not supported in the simulator.
Keep coding................. 😃