在Corona/LUA中移动至下一个场景。
2014-7-28 10:6:31
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我已经尝试了一段时间,但没能成功。我试图使得当你点击 playButton 时,场景会切换到 scene2。
以下是代码:
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
---------------------------------------------------------------------------------
-- YOUR IMPLEMENTATION HERE
---------------------------------------------------------------------------------
local image, playButton, helpButton, text3, memTimer
print("test")
-- Touch event listener for background image
local function onSceneTouch( self, event )
if event.phase == "began" then
storyboard.gotoScene( "scene2", "slideLeft", 800 )
return true
end
end
-- Called when the scene's view does not exist:
function scene:createScene( event )
local screenGroup = self.view
image = display.newImage( screenGroup, "openingbackground.png" )
image.x = _W * 0.5
image.y = _H * 0.5
screenGroup:insert( image )
playButton = display.newImage( "playbutton.png" )
playButton.x = _H * 0.33
playButton.y = _W * 0.90
playButton.xScale = 0.5
playButton.yScale = 0.5
playButton.touch = onSceneTouch
screenGroup:insert( playButton )
helpButton = display.newImage ("helpbutton.png")
helpButton.x = _H * 0.33
helpButton.y = _W * 1.1
helpButton.xScale = 0.5
helpButton.yScale = 0.5
screenGroup:insert( helpButton )
playButton:addEventListener("touch", playButton)
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
print( "1: exitScene event" )
-- remove touch listener for image
image:removeEventListener( "touch", image )
-- cancel timer
timer.cancel( memTimer ); memTimer = nil;
-- reset label text
text2.text = "MemUsage: "
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
print( "1: destroyScene event" )
end
---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )
---------------------------------------------------------------------------------
return scene
我遇到的错误是:
Corona Runtime Error: ?:0? attempt to index a nil value stack traceback: ... Do you want to relaunch the project?

有人有什么想法吗?
点赞
用户3171803
------------------------------------------
-- main.lua
local storyboard = require("storyboard")
local scene = storyboard.newScene()
--隐藏状态栏
display.setStatusBar(display.HiddenStatusBar)
-- IMPLEMENTATION 开始
--背景图片的触摸事件
local function onSceneTouch(event)
if event.phase == "began" then
if event.target.id == "button1" then
storyboard.gotoScene("scene2", "slideLeft", 800)
return true
end
end
end
--当场景显示的 view 不存在时调用
function scene:createScene(event)
print("1: createScene event")
end
--场景移动到屏幕后立即调用
function scene:enterScene(event)
local screenGroup = self.view
local image = display.newImage(screenGroup, "openingbackground.png")
image.x = _W * 0.5
image.y = _H * 0.5
local playButton = widget.newButton
{
left = _H * 0.33,
top = _W * 0.90,
width = 60,
height = 10,
defaultFile = "playbutton.png",
overFile = "playbutton.png",
id = "button1",
emboss = true,
onEvent = onSceneTouch,
}
screenGroup:insert(playButton)
local helpButton = widget.newButton
{
left = _H * 0.33,
top = _W * 1.1,
width = 60,
height = 10,
defaultFile = "helpButton.png",
overFile = "helpButton.png",
id = "button1",
emboss = true,
onEvent = onSceneTouch,
}
screenGroup:insert(helpButton)
print("1: enterScene event")
end
--场景即将移动到屏幕外时调用
function scene:exitScene(event)
print("1: exitScene event")
end
--场景的“view”(显示组)被卸载之前调用
function scene:destroyScene(event)
print("1: destroyScene event")
end
-- IMPLEMENTATION 结束
--如果场景的 view 不存在,则分派“createScene”事件
scene:addEventListener("createScene", scene)
--每当场景转换完成时,都会调度“enterScene”事件
scene:addEventListener("enterScene", scene)
--在下一个场景的转换开始之前调度“exitScene”事件
scene:addEventListener("exitScene", scene)
--在卸载视图之前调度“destroyScene”事件,可以因为内存不足而自动卸载视图,也可以通过调用以进行显式卸载 storyboard.purgeScene() 或 storyboard.removeScene()。
scene:addEventListener("destroyScene", scene)
return scene
2014-01-16 07:30:21
用户2653067
试试这个
playButton = display.newImage("playbutton.png")
playButton.x = _H * 0.33
playButton.y = _W * 0.90
playButton.xScale = 0.5
playButton.yScale = 0.5
playButton.touch = onSceneTouch
playButton:addEventListener("touch", onSceneTouch)
screenGroup:insert(playButton)
因为你已经在一开始将playButton声明为局部变量,所以在createScene中不需要再次声明为局部变量。
2014-07-21 06:39:56
评论区的留言会收到邮件通知哦~
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以下是您需要执行的操作:
-- 触摸事件监听器,用于背景图片 local function playButtonTouched( event ) storyboard.gotoScene( "scene2", {effect = "slideLeft", time = 800} ) return true end -- 当场景视图不存在时调用: function scene:createScene( event ) local screenGroup = self.view local playButton = display.newImage( "playbutton.png" ) playButton.x = _H * 0.33 playButton.y = _W * 0.90 playButton.xScale = 0.5 playButton.yScale = 0.5 screenGroup:insert( playButton ) playButton:addEventListener("tap", playButtonTouched) end这是您要完成的干净版本。