Insert Group

Hey I need Help in this director class code. I know is easy I understand it but there's this line of code I'm stuck. Is this part

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local group = display.newGroup
 
local spawnBalloon = function()
if spawn == true then
ball = display.newImage(group, "balloon.pn")
ball.x = 60 + math.random
ball.y = 550
physics.addBody(ball, {density = 0.0 , friction =0.1, bounce = 0.1})
balls[#balls + 1] = ball
group:insert(ball)
end
end
timer.performWithDelay(500, spawnBalloon, -1)
 
local function delete()
for i=group.numChildren, 1, -1 do
local child = group[i]
if group[i].y < -100 then
display.remove(group[i])
end
end
end
Runtime:addEventListener("enterframe", delete)

display.newGroup is a function so you need to call it with () like so: display.newGroup(). Also, I don't see any localGroup variable being defined in here, so unless you already defined it somewhere else it doesn't exist and that's the reason for the error when you try to insert anything into it.

@Cluelessideas yea display.newGroup is a function is I forgot to put (). My problem is when I put group:insert(ball) for changing scene nothing would happen and the balloon would appear in the next scene. What could be the problem ?

You're using director right? Everything that is to be handled by director must be in a display group and that group must be returned by the new() function of each module. If you don't have a line like return group just before the end tag of the new() function that could be the problem. It's hard to guess without seeing all the code of the module, and it would also help if the code sample had proper indentation.

Yes I'm using a director class. So you think the problem for this I got to put return Group at the end of the code right?

Sorry i didn't display most the of the code is I"m not at home but I know from this part of code is I'm struggling.

@CluelessIdeas I tried it and did not work I'll show the entire code again.

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 module(..., package.seeall)
 
function new()
local localGroup = display.newGroup()
 
require( "ice" )
local physics = require("physics")
local ui = require("ui")
local gameUI = require("gameUI")
physics.start()
physics.setGravity(0, -1)
local scores = ice:loadBox( "scores" )
 
local high = scores:retrieve("best")
print(high)
 
display.setStatusBar( display.HiddenStatusBar )
 
local scoreText
local score = 0
local highscore 
local button1
local runMode = true
local spawn = true
local touch = true
local gameOver = false
 
 
local bkg = display.newImage( "bkg.png" )
bkg.x = 160; bkg.y = 240
localGroup:insert(bkg)
 
local score_txt =display.newText("Score: ",0,0,nil,25)
score_txt.x = 160; score_txt.y = 440
score_txt:setTextColor(0,0,0)
score_txt.text = "Score: ".. score
localGroup:insert(score_txt)
 
local spawnBall = function( event )
        local t = event.target
        local phase = event.phase
        if touch == true then
        if "began" == phase then
                t:removeSelf() -- destroy object
                score = score + math.random( 1000 )
                 score_txt.text = "Score: ".. score
        end
        -- Stop further propagation of touch event
        return true
end
end
 
local balls = {}
 
local group = display.newGroup()
 
local spawnBalloon = function()
 
if spawn == true then
ball = display.newImage( group, "balloon.png" )
ball.x = 60 + math.random( 160 )
ball.y = 550
physics.addBody( ball, { density=0.0, friction=0.1, bounce=0.1 } )
ball:addEventListener( "touch", spawnBall )
balls[#balls + 1] = ball
group:insert(ball)
end
end
timer.performWithDelay(500, spawnBalloon, -1)
 
local function delete()
for i=group.numChildren,1,-1 do
 local child = group[i]
if group[i].y < -100 then
display.remove(group[i]) -- dont know about this part, try it
end
end
end
 
Runtime:addEventListener("enterFrame", delete)
 
 
local bt = display.newImage ("pause.png")
bt.x = 290
bt.y = 30
localGroup:insert(bt)
 
local bt2 = display.newImage ("pauseOver.png")
bt2.x = bt.x
bt2.y = bt.y
bt2.isVisible = false
localGroup:insert(bt2)
 
local Pause = display.newText("Pause", 5, 0, "ArialRoundedMTBold", 30)
Pause.x = 160
Pause.y = 110
Pause:setTextColor(0,0,0)
Pause.isVisible = false
localGroup:insert(Pause)
 
local Resume = display.newText("Resume", 5, 0, "ArialRoundedMTBold", 25)
Resume.x = 160
Resume.y = 190
Resume:setTextColor(0,0,0)
Resume.isVisible = false
localGroup:insert(Resume)
 
local Quit = display.newText("Quit", 5, 0, "ArialRoundedMTBold", 25)
Quit.x = 160
Quit.y = 270
Quit:setTextColor(0,0,0)
Quit.isVisible = false
localGroup:insert(Quit)
 
--Function for start button 
local function done ()
physics.pause()
spawn = false
touch = false
bt.isVisible = false
bt2.isVisible = true
Quit.isVisible = true
Resume.isVisible = true
Pause.isVisible = true
result = timer.pause( timerID )
end
bt:addEventListener("tap", done)
 
--Function for pause button
local function done ()
physics.start()
spawn = true
touch = true
bt.isVisible = true
bt2.isVisible = false
Quit.isVisible = false
Resume.isVisible = false
Pause.isVisible = false
result = timer.resume( timerID )
end
Resume:addEventListener("tap", done)
 
local function quit (event)
if event.phase == "ended" then
director:changeScene ("play")
Quit.isVisible = false
Resume.isVisible = false
Pause.isVisible = false
spawn = false
end
end
Quit:addEventListener ("touch", quit)
 
local count = 60
local hasRun = 0
 
local time = display.newText( "60", 5, 0, "ArialRoundedMTBold", 40)
time:setTextColor( 0, 0, 0 )
localGroup:insert(time)
 
local timeDelay = 700 
 
function time:timer( event )
        
        count = count-1
        hasRun = hasRun+1
 
        self.text = count 
 
        if hasRun >= 10 then
                timer.cancel( event.source )
                director:changeScene ("popover")
        end
end
 
-- Register to call t's timer method 50 times
timerID = timer.performWithDelay( timeDelay, time, -1 )
 
 local highText = display.newText("", 0,0,nil,30)
        highText.x = display.contentWidth/2
        highText.y = display.contentHeight/2
         highText.text = "HighScore: ".. scores:retrieve("best")
         localGroup:insert(highText)
 
local function show_highScore()
gameOver = not gameOver
 
        scores:storeIfHigher( "best", score )
scores:save()
        local highText = display.newText("", 0,0,nil,30)
        highText.x = display.contentWidth/2
        highText.y = display.contentHeight/2
        if score > high then
        highText.text = "HighScore: ".. scores:retrieve("best")
        else
    
         if score > high then
                print("new high score")
            highText.text = "HighScore: ".. scores:retrieve("best")     
        end
        end
        
end
 
 
timer.performWithDelay(60000, show_highScore, 1)
 
        return localGroup
end
views:1910 update:2011/12/29 9:44:01
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