Basically, I have a table that has images that move horizontally, when I change scenes it stays there, even though I didn't call for it.. As in, on there is no code for it in offlinemode.lua.. I'm thinking that for some reason it's a global element..
Here is main.lua:
local storyboard = require "storyboard"
local options =
{
effect = "slideLeft",
time = 800
}
storyboard.gotoScene( ".Lua.MainMenu", options )
This MainMenu.lua
--//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--/////// Unamed game (so far) main.lua is GUI/MENU
-- //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////
--implements the storybord then deletes it upon completeion--
local storyboard = require "storyboard"
storyboard.purgeOnSceneChange = true
--You may began now-- (incorrectly speeleed corrctly)
local scene = storyboard.newScene()
--makes a container for the background--
-- createScene event simply creates a background image
function scene:createScene( event )
local bg = display.newImage( self.view, "background.png" )
end
scene:addEventListener( "createScene" )
--end of aking a container for the background--
--disables the status bar--
display.setStatusBar( display.HiddenStatusBar )
--end of disabling of status bar--
--Returns Screen Width and Screen Height--
_W = display.contentWidth;
_H = display.contentHeight;
--end of returning screen width and height--
--////////////////////////////////////////////////end of the background\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\--
--**********************************************************************************************************************--
--////////////////////////////////////////////////Menu Buttons\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\--
--Set up a local container for the buttons--
local widget = require( "widget" )
local PlayBtn
local function onPlayBtnRelease()
-- go to level1.lua scene
storyboard.gotoScene( ".Lua.offlinemode", "slideLeft", 500 )
display.remove(initstar)
return true -- indicates successful touch
end
local PlayBtn = widget.newButton
{
left = 160,
top = 80,
label = "Offline",
labelAlign = "center",
font = "Arial",
fontSize = 18,
labelColor = { default = {0,0,0}, over = {255,255,255} },
onRelease = onPlayBtnRelease
}
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
--********************************************************************************************************************--
--///////////////////////////////////////Setting up background\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\--
--set up the table to store the clouds in--
local starTable = {}
--end of the table to store the clouds in--
--creates three containers with a picture of a cloud--
function initStar()
local star1 = {}
star1.imgpath = "/images/Cloud1.png"; --Set Image Path for Star
star1.movementSpeed = 10000; --Determines the movement speed of star
table.insert(starTable, star1); --Insert Star into starTable
local star2 = {}
star2.imgpath = "/images/cloud2.png";
star2.movementSpeed = 12000;
table.insert(starTable, star2);
local star3 = {}
star3.imgpath = "/images/cloud3.png";
star3.movementSpeed = 14000;
table.insert(starTable, star3);
end
--ends the function--
--Gets random stars from the table, positioning them randomly--
function getRandomStar()
local temp = starTable[math.random(1, #starTable)] -- Get a random star from starTable
local randomStar = display.newImage(temp.imgpath) -- Set image path for object
randomStar.myName = "star" -- Set the name of the object to star
randomStar.movementSpeed = temp.movementSpeed; -- Set how fast the object will move
randomStar.y = math.random(10,_H) -- Set starting point of star at a random X position
randomStar.x = -40; -- Start the star off screenm
starMove = transition.to(randomStar, { --Move the Clouds
time=randomStar.movementSpeed, --sets the speed relative to it's lifetime
onComplete = function(self) self.parent:remove(self); self = nil; end, -- removes itself
x=500 --speed of ?
}) -- Move the Clouds
end
--The end of this function--
--Starts the timer before the Clouds "spawn"--
function startGame()
starTimer1 = timer.performWithDelay(1070,getRandomStar, 0)
starTimer2 = timer.performWithDelay(2030,getRandomStar, 0)
starTimer3 = timer.performWithDelay(2070,getRandomStar, 0)
end
--ends the function--
initStar()
startGame()
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched whenever 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().
function scene:didExitScene( event )
storyboard.purgeScene( "scene1" )
end
scene:addEventListener( "didExitScene" )
return scene
--end the Online function--
and finally offlinemode.lua:
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local background = display.newImage("background.png")
local image = display.newImage("/images/ButtonStartOffline.png")
function scene:createScene( event )
end
function scene:enterScene( event )
end
function scene:exitScene( event )
end
function scene:destroyScene( event )
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
return scene
If it works, tell me why it didn't for me please..
you should put the image to the display group either in createScene
or enterScene
so when you go to another scene it will remove all the image within that scene here's the implementation of the it see the code
function scene:createScene( event )
local group = self.view
--/////////////////////Setting up background\\\\\\\\\\\\\\\\\\--
--set up the table to store the clouds in--
local starTable = {}
--end of the table to store the clouds in--
--creates three containers with a picture of a cloud--
function initStar()
local star1 = {}
star1.imgpath = "/images/Cloud1.png"; --Set Image Path for Star
star1.movementSpeed = 10000; --Determines the movement speed of star
table.insert(starTable, star1); --Insert Star into starTable
local star2 = {}
star2.imgpath = "/images/cloud2.png";
star2.movementSpeed = 12000;
table.insert(starTable, star2);
local star3 = {}
star3.imgpath = "/images/cloud3.png";
star3.movementSpeed = 14000;
table.insert(starTable, star3);
end
--ends the function--
--Gets random stars from the table, positioning them randomly--
function getRandomStar()
local temp = starTable[math.random(1, #starTable)] -- Get a random star from starTable
local randomStar = display.newImage(temp.imgpath) -- Set image path for object
randomStar.myName = "star" -- Set the name of the object to star
randomStar.movementSpeed = temp.movementSpeed; -- Set how fast the object will move
randomStar.y = math.random(10,_H) -- Set starting point of star at a random X position
randomStar.x = -40; -- Start the star off screenm
group:insert(randomStart) **-- inserting random star into Group**
starMove = transition.to(randomStar, { --Move the Clouds
time=randomStar.movementSpeed, --sets the speed relative to it's lifetime
onComplete = function(self) self.parent:remove(self); self = nil; end, -- removes itself
x=500 --speed of ?
}) -- Move the Clouds
end
--The end of this function--
--Starts the timer before the Clouds "spawn"--
function startGame()
starTimer1 = timer.performWithDelay(1070,getRandomStar, 0)
starTimer2 = timer.performWithDelay(2030,getRandomStar, 0)
starTimer3 = timer.performWithDelay(2070,getRandomStar, 0)
end
--ends the function--
initStar()
startGame()
end