Director class function not working??

Hi,

Im using director class version 1.3, the problem is that i have one block of code that does not work once i have director class in and the main.lua says to change to level1 wich is the file the code is in. I had a lot more code before and everything works fine except the code below, i can't figure out why?
Everything works fine until i put it into level1.lua, it just has no effect. Anyone know why?

THANKS.

The code that is not working in level1.lua , the main.lua says to change to level1.

-- I can't figure out why it does not work...

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
local i = 1
local tempLine
local ractgangle_hit = {}
local prevX , prevY
local function runTouch(event)
if(event.phase=="began") then
if(tempLine==nil) then
tempLine=display.newLine(event.x, event.y, event.x, event.y)
tempLine.alpha = 0
-- Random Colors for line
 
r = math.random (0, 255)
g = math.random ( 0, 255)
b = math.random (0, 255 )
tempLine:setColor(r,g, b)
 
 
prevX = event.x
prevY = event.y
end
elseif(event.phase=="moved") then
tempLine:append(event.x,event.y-2)
tempLine.width=tempLine.width+0.9
ractgangle_hit[i] = display.newLine(prevX, prevY, event.x, event.y)
ractgangle_hit[i]:setColor(r,g, b)
ractgangle_hit[i].width = 4
 
-- Creates physic joints for line (Turn on draw mode to see the effects) 
 
local Width = ractgangle_hit[i].width * 0.5
local Height = ractgangle_hit[i].height * 0.19
 
-- Physic body for the line shape
 
local lineShape = {-Width,-Height,Width,-Height,Width,Height,-Width,Height}
 
physics.addBody(ractgangle_hit[i], "static", { bounce = -1, density=0, friction=0.7, shape = lineShape})
prevX = event.x
prevY = event.y
i = i + 1
elseif(event.phase=="ended") then
tempLine.parent.remove(tempLine)
tempLine=nil
 
if limit > 0 then
        limit = limit - 1
end
end
end
Runtime:addEventListener("touch", runTouch)

can I see the full content of level1.lua ?
make sure you have all the below essential parts

1
2
3
4
5
6
7
8
9
10
module(..., package.seeall)
--should have a new() function and it should return a local displaygroup
function new()
  local localGroup = display.newGroup()
 
  --add all display objects to localGroup
 
 --return localGroup
  return localGroup
end

Hi,

Thanks for your response. Should that be added to level1.lua ?

Thanks again.

The code on my level1.lua :

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
local ui = require("ui")
 
display.setStatusBar( display.HiddenStatusBar )
 
 soundtrack = audio.loadStream("Maxime game.m4a")
--audio.play(soundtrack, {loops = -1})
 
 physics = require ("physics")
physics.start()
--physics.setDrawMode "hybrid"
physics.setGravity(0, 15)
 
stockphoto = display.newImageRect ("stockphoto.png",500,500)
stockphoto.x = display.contentWidth/2
stockphoto.y = display.contentHeight/2
 
topbar = display.newImageRect ("woodtop.png",100,630)
topbar.x = display.contentWidth/2.1
topbar.y = display.contentHeight/13.2
topbar.rotation = 90
 
-- Draw a line
limit =160
local scoreTxt = display.newText("100",250,20,native.systemFont,20)
local i = 1
local tempLine
local rectangle_hit = {}
local prevX , prevY
local function runTouch(event)
if(event.phase=="began") then
if(tempLine==nil) then
tempLine=display.newLine(event.x, event.y, event.x, event.y)
 
-- Random Colors for line
 
r = math.random (0, 255)
g = math.random ( 0, 255)
b = math.random (0, 255 )
tempLine:setColor(r,g, b)
 
 
prevX = event.x
prevY = event.y
end
elseif(event.phase=="moved") then
tempLine:append(event.x,event.y-2)
tempLine.width=tempLine.width+0.9
rectangle_hit[i] = display.newLine(prevX, prevY, event.x, event.y)
rectangle_hit[i]:setColor(r,g, b)
rectangle_hit[i].width = 5
tempLine.alpha = 0
 
-- Creates physic joints for line (Turn on draw mode to see the effects) 
 
local Width = rectangle_hit[i].width * 0.6
local Height = rectangle_hit[i].height * 0.2
 
-- Physic body for the line shape
 
local lineShape = {-Width,-Height,Width,-Height,Width,Height,-Width,Height}
 
physics.addBody(rectangle_hit[i], "static", { bounce = -1, density=0.3, friction=0.7, shape = lineShape})
prevX = event.x
prevY = event.y
i = i + 1
elseif(event.phase=="ended") then
tempLine.parent.remove(tempLine)
tempLine=nil
end
end
Runtime:addEventListener("touch", runTouch)
 
local ball = display.newCircle( 0, 0, 12.5)
ball:setFillColor(0, 255, 0)
ball.x = display.contentWidth/1.1
ball.y = display.contentHeight/4
                        
local function moveHeavens(e)           
scoreTxt.text = limit
if limit < 0 then
scoreTxt.text = 0
        end     
end
                        
Runtime:addEventListener("enterFrame", moveHeavens )
 
ring = display.newImage "ringhoop.png"
ring.x = display.contentWidth/100
ring.y = display.contentHeight/1.8
ring.alpha = 0.5
--physics.addBody( ring, {friction =0.1, radius = 65,isSensor = true, bounce = 0.1})
--ring.linearDamping = 100
 
 
--local function wassup( self, event )
 
--tempLine = false
 
--end
 
--ring.collision = wassup
--ring:addEventListener( "collision", ring)
 
 
 local scaleFactor = 0.20
       local physicsData = (require "mybthoop").physicsData(scaleFactor)
                    local hoop= display.newImageRect ("thehoop.png",63,93)
                                        hoop.x = display.contentWidth/15.5
                                        hoop.y = display.contentHeight/1.8 
                    physics.addBody( hoop, "static",physicsData:get("hoop") )
hoop.isBodyActive = false
 
 
point = 0                       
local function pointPlus(e)             
if (point == 1) then
golda = display.newImageRect ("gold.png",30,30)
golda.x = display.contentWidth/25
golda.y = display.contentHeight/10
 
golda.alpha= 0
transition.to(golda, { time=2000, alpha=1} )
 
        end     
end
                        
Runtime:addEventListener("enterFrame", pointPlus )
 
local function pointPlus1(e)            
if (point == 2) then
goldc = display.newImageRect ("gold.png",30,30)
goldc.x = display.contentWidth/13
goldc.y = display.contentHeight/10
 
 
goldc.alpha= 0
transition.to(goldc, { time=2000, alpha=1} )
 
 
        end     
end
                        
Runtime:addEventListener("enterFrame", pointPlus1 )
 
local function pointPlus2(e)            
if (point == 3) then
goldb = display.newImageRect ("gold.png",30,30)
goldb.x = display.contentWidth/9
goldb.y = display.contentHeight/10
 
 
goldb.alpha= 0
transition.to(goldb, { time=2000, alpha=1} )
 
        end     
end
                        
Runtime:addEventListener("enterFrame", pointPlus2 )
 
 
gold1 = display.newImageRect ("gold.png",30,30)
gold1.x = display.contentWidth/1.4
gold1.y = display.contentHeight/2
physics.addBody(gold1, "static",{radius = 15,isSensor = true})
gold1.isBodyActive = false
 
gold2 = display.newImageRect ("gold.png",30,30)
gold2.x = display.contentWidth/3.7
gold2.y = display.contentHeight/2
physics.addBody(gold2, "static",{radius = 15,isSensor = true})
gold2.isBodyActive = false
 
gold3 = display.newImageRect ("gold.png",30,30)
gold3.x = display.contentWidth/2
gold3.y = display.contentHeight/2.5
physics.addBody(gold3, "static",{radius = 15,isSensor = true})
gold3.isBodyActive = false
 
 
local w,h = display.contentWidth, display.contentHeight
 
score = 0
 
ball.myName = "ball"
gold1.myName = "gold1"
 
ball:addEventListener("collision", ball)
 
function ball:collision (event)
        if event.other.myName == "gold1" and score==0 then
 
transition.to( gold1, { time=400, alpha=0, x=(w/1.4), y=(h/4) } )
point = point + 1
score = score +1
 
end
end
 
 
score1 = 0
gold2.myName = "gold2"
ball.myName = "ball"
 
gold2:addEventListener("collision", gold2)
 
function gold2:collision (event)
        if event.other.myName == "ball"and score1==0 then
 
transition.to( gold2, { time=400, alpha=0, x=(w/3.6), y=(h/4) } )
point = point +1
score1 = score1 +1
        end
end
 
score2 = 0 
 
ball.myName = "ball"
gold3.myName = "gold3"
 
gold3:addEventListener("collision", gold3)
 
function gold3:collision (event)
        if event.other.myName == "ball"and score2==0 then
 
transition.to( gold3, { time=400, alpha=0, x=(w/2), y=(h/4) } )
point = point +1
score2 = score2 +1
 
        end
end
 
 
 
function button2Press(event)
 
drop.isVisible = true
Renew.isVisible = false
end
 
 
Renew = ui.newButton{
        default = "Renew.png",
        over = "Renew.png",
        onPress = button2Press,
        emboss = true
}
 
Renew.x = display.contentWidth/1.1
Renew.y = display.contentHeight/12
Renew.rotation = 0
 
 
Renew.isVisible = false
 
 
 
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
 
 
 
 
button1Press = function( event )
physics.addBody(ball, {bounce=0.3, radius = 12.5, friction=0.5, density = 200})
drop.isVisible = false
Renew.isVisible = true
gold1.isBodyActive = true
gold2.isBodyActive = true
gold3.isBodyActive = true
hoop.isBodyActive = true
tempLine = false
 
end
 
 drop = ui.newButton{
        default = "drop.png",
        over = "drop.png",
        onPress = button1Press,
        emboss = true
}
 
 
drop.x = display.contentWidth/1.1
drop.y = display.contentHeight/12
drop.rotation = 0
 
 
 
local button1Press = function( event )
 
for i = 1, #rectangle_hit, 1 do
              rectangle_hit[i]:removeSelf()
              rectangle_hit[i] = nil
              
 
goldr = display.newImageRect ("gold.png",30,30)
goldr.x = display.contentWidth/1.4
goldr.y = display.contentHeight/2
physics.addBody(goldr, "static",{radius = 15,isSensor = true})
goldr.isBodyActive = false
 
goldr2 = display.newImageRect ("gold.png",30,30)
goldr2.x = display.contentWidth/3.7
goldr2.y = display.contentHeight/2
physics.addBody(goldr2, "static",{radius = 15,isSensor = true})
goldr2.isBodyActive = false
 
goldr3 = display.newImageRect ("gold.png",30,30)
goldr3.x = display.contentWidth/2
goldr3.y = display.contentHeight/2.5
physics.addBody(gold3r, "static",{radius = 15,isSensor = true})
goldr3.isBodyActive = false
 
 
end
end
 
local hi = ui.newButton{
        default = "drop.png",
        over = "drop.png",
        onPress = button1Press,
        emboss = true
}
 
hi.x = display.contentWidth/14
hi.y = display.contentHeight/12

yea you have to do that for Director to load the Screen.

views:1783 update:2011/10/12 18:33:00
corona forums © 2003-2011