Previous scene doesn't get removed - android

I'm pretty new to corona and I can't seem to find a solution for my problem:
I have levels in my game and I am using storyboards, when the player clicks on the nextlevelbutton they get sent to the level2 scene, the scene starts with storyboard.removeALL() but that doesn't remove the previous scene and my background is messed up.
function nextlevel(event)
storyboard.gotoScene( "level2" )
end
function win ()
nextlevelbutton = display.newRoundedRect( display.contentCenterX, 285, 120, 30, 3 )
nextlevelbutton:setFillColor( 61/255,61/255,61/255 )
nextleveltxt = display.newText( { text = "Next Level", font = native.systemFontBold, fontsize = 20, x= display.contentCenterX, y = 285 } )
nextlevelbutton:addEventListener( "tap", nextlevel )
end
This is all inside the scene:enterScene function.
This is the start of the level2 scene:
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
storyboard.removeAll( )
I tried putting the nextlevel event inside the win function but nothing happened.
Thanks

This should help you:
http://www.coronalabs.com/blog/2013/04/02/cleaning-up-display-objects-andlisteners/
If your loading a menu and you want to remove EVERYTHING from all other classes then use:
storyboard.purgeAll()
that should stop all the listeners and remove all the objects.
Another thing you could do is add this code:
function scene:didExitScene( event )
storyboard.purgeScene( "sceneyouareleaving" )
end
scene:addEventListener( "didExitScene" )
All you need to do is call that function and your done :)
Hope this helps!

Also, as your 'messed up' background might suggest, please remember to add all the objects you create to view group:
function scene:createScene(event)
local group = self.view
local params = event.params
And then when you create objects, eg:
background = display.newImageRect("gfx/bg.png", 1425, 900)
background:setReferencePoint(display.TopLeftReferencePoint)
background.x = 0
background.y = 0
background:setFillColor(0, 255, 255)
Remember to add it to group:
group:insert(background)

I somehow managed to solve it. I think I did something wrong with the positions of the functions and groups. Anyway thanks for helping!

Related

Kotlin - Add more variant - soundPool

please help. I need to add 2 sounds ogg to one action, which will change randomly. How do I do that? I don't know how to do it. Thank you very much.
Thread(Runnable {
val assets = context.resources.assets
sounds[SOUND_DIE] = soundPool.load(assets.openFd("die.ogg"), 1)
sounds[SOUND_HIT] = soundPool.load(assets.openFd("hit.ogg"), 1)
sounds[SOUND_POINT] = soundPool.load(assets.openFd("point.ogg"), 1)
sounds[SOUND_SWOOSHING] = soundPool.load(assets.openFd("swooshing.ogg"), 1)
sounds[SOUND_WING] = soundPool.load(assets.openFd("wing.ogg"), 1)
}).start()
}
You can call .random() on a collection to get a random item. So instead of mapping each sound type (like SOUND_HIT) to one sound, map each one to a list of sounds (which can contain one item if that's all you have). And then for every sound you load, just add it to the appropriate list.
That way when you want to play a sound, you can go play(sounds[SOUND_SWOOSHING].random()) and it will just pick one from that sound type's list.
You can set it up the way you're doing now
sounds = mapOf(
SOUND_DIE to listOf(
soundPool.load(assets.openFd("die.ogg"), 1),
soundPool.load(assets.openFd("yargh.ogg"), 1)
),
SOUND_HIT to ...
)
but I'd recommend adding a function to handle all that loading:
fun loadSound(filename: String) = soundPool.load(assets.openFd(filename), 1)
sounds = mapOf(
SOUND_DIE to listOf(
loadSound("die.ogg"),
loadSound("yargh.ogg")
),
SOUND_HIT to ...
)
or if you want to get fancy...
val filenamesToTypes = mapOf(
"die.ogg" to SOUND_DIE,
"yargh.ogg" to SOUND_DIE,
"point.ogg" to SOUND_POINT,
...
)
// build your sounds collection by grouping all the filenames
// with the same sound type, and transform each filename to a
// loaded sound, so you get a map of SoundType -> List<Sound>
sounds = filenamesToTypes.entries.groupBy(
keySelector = { it.value },
valueTransform = { loadSound(it.key) }
)
Don't worry if that feels too complicated, the first couple of examples are neat enough and hopefully easy to follow! I just like when you can organise stuff all snappy :)

How to make a loading scene in between two scenes while downloading. Corona sdk

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

Check if image is visible (CoronaSDK)

I'm new to coronaSDK and I am facing a problem now. I just wanted to know how to check if an image is visible or not.
local function buttonListener1( event )
local lockedImage = display.newImage("locked.png")
lockedImage.x = 240
lockedImage.y = 170
lockedImage.isVisible = true
local myClosure = function() lockedImage.isVisible = false end
timer.performWithDelay(1000,myClosure)
end
What I want to do is to check first if lockedImage is visible or not. If true then lockedImage won't appear again once triggered. Else, it will appear and perform timer.performWithDelay(1000,myClosure). Any help is sincerely appreciated. Sorry for my english. Thanks in advance!
How about:
if myImage.isVisible then
... do something ...
end
But to do what you describe the lockedImage must be created outside the buttonListener1, so the above technique implies something like:
local lockedImage = display.newImage("locked.png")
lockedImage.x = 240
lockedImage.y = 170
lockedImage.isVisible = false
lockedImage:addEventListener...
... presumably some listener might toggle lockedImage.isVisible
to true at some point ...
-- some button listener:
local function buttonListener1( event )
if lockedImage.isVisible == false then
-- show for one second
lockedImage.isVisible = true
local myClosure = function() lockedImage.isVisible = false end
timer.performWithDelay(1000, myClosure)
end
end

Hiding object with specific location

I'm new in Android games using corona and I use a timer to make a local display of coin with a 50x repetition.
What I'm trying to do is if the character collide in on of coin the coin will disappaer, the problem is how can I hide that certain coin?
here's my code how I creating the coin.
function coins()
coin1 = display.newImage( "coin1.png")
coin1.x = math.random(0, 600)
coin1.y = math.random(0, 400)
coin1.myName = "wewe"
physics.addBody(coin1, {friction = 1, density = 1})
end
timer.performWithDelay(
1000, coins, 100 )
have something like this
local function removeCoin(self,event)
if(event.phase == "began") then
self:removeSelf()
end
end
And in coins() add the following
coin1.collision = removeCoin
coin1:addEventListener("collision",coin1)
This should make it that upon a coin experiencing a collision removeCoin is invoked, which removes it's caller, in this case a coin.
You can stop both objected being removed by doing something like this:
if(event.phase == "began" and self.myName == 'coin') then
self:removeSelf()
end

How to close a map and textbox

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................. 😃

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