Hey guys this error has been bothering me for awhile now. Does anybody have any idea why it is happening so I get this error when the scene changes.
Thanks Tyler Jacobson
local composer = require( "composer" ) local scene = composer.newScene() -- ----------------------------------------------------------------------------------------------------------------- -- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called. -- ----------------------------------------------------------------------------------------------------------------- -- local forward references should go here -- ------------------------------------------------------------------------------- -- "scene:create()" function scene:create( event ) local sceneGroup = self.view --composer.recycleOnSceneChange = true local BG = display.newImage ("BG.png") sceneGroup:insert(BG) end -- "scene:show()" function scene:show( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then -- Called when the scene is still off screen (but is about to come on screen). elseif ( phase == "did" ) then local group = display.newGroup() local smile composer.recycleOnSceneChange = true local physics = require("physics") physics.start() local Gem = display.newImage("Gem.png", 50, 50) Gem.x = display.contentCenterX Gem.y = display.contentCenterY physics.addBody(Gem) Gem.isSensor = false local numberSmiles = 1 --local variable; amount can be changed sceneGroup:insert(Gem) physics.setGravity(0,0) physics.setDrawMode( "hybrid" ) local function spawnTop() for i=1,numberSmiles do local smile = display.newImage("Spear.png", math.random(-10, 400),-200 ); --smile:scale(0.02,0.02) physics.addBody( smile,"static", { density=0, friction=0, bounce=0 } ) smile.x = display.contentCenterX smile:rotate(180) -- smile:setReferencePoint(display.CenterReferencePoint); --not necessary; center is default smile.isFixedRotation = true transition.to( smile, { time=3000 , x = display.contentCenterX , y = display.contentCenterY} ); local function removeSmiles( self,event ) smile:removeSelf() end smile:addEventListener("tap",removeSmiles) sceneGroup:insert(smile) end end local timer1 = timer.performWithDelay( math.random(1000,2000), spawnTop, -1 ) --fire every 10 seconds local numberSmiles = 1 --local variable; amount can be changed -- local function spawnBottom() for i=1,numberSmiles do local smile = display.newImage("Spear.png", math.random(-10, 400),700 ); --smile.x = display.contentCenterX smile:scale(0.02,0.02) physics.addBody( smile, "static",{ density=0, friction=0, bounce=0 } ) -- smile:setReferencePoint(display.CenterReferencePoint); --not necessary; center is default smile.isFixedRotation = true transition.to( smile, { time=3000 , x = display.contentCenterX , y = display.contentCenterY} ); local function removeSmiles( self,event ) smile:removeSelf() end smile:addEventListener("tap",removeSmiles) sceneGroup:insert(smile) end end local timer1 = timer.performWithDelay( math.random(2000,3000), spawnBottom, -1 ) --fire every 10 seconds local numberSmiles = 1 --local variable; amount can be changed local function spawnLeft() for i=1,numberSmiles do local smile = display.newImage("Spear.png", -50,math.random(0,500), 500 ); smile.y = display.contentCenterY --smile:scale(0.02,0.02) smile:rotate(90) -- smile:setReferencePoint(display.CenterReferencePoint); --not necessary; center is default physics.addBody( smile, "static",{ density=0, friction=0, bounce=0 } ) smile.isFixedRotation = true transition.to( smile, { time=1500 , x = display.contentCenterX , y = display.contentCenterY} ); local function removeSmiles( event ) smile:removeSelf() end smile:addEventListener("tap",removeSmiles) sceneGroup:insert(smile) end end local timer1 = timer.performWithDelay( math.random(1500,2500), spawnLeft, -1 ) --fire every 10 seconds local numberSmiles = 1 --local variable; amount can be changed local function spawnRight() for i=1,numberSmiles do local smile = display.newImage("Spear.png", 500,math.random(0,400) ); smile.y = display. contentCenterY --smile:scale(0.02,0.02) smile:rotate(-90) --smile:rotate(gembehind.radius) -- smile:setReferencePoint(); --not necessary; center is default physics.addBody( smile, "static",{ density=0, friction=0, bounce=0 } ) smile.isFixedRotation = true transition.to( smile, { time=2000 , x = display.contentCenterX , y = display.contentCenterY} ); local function removeSmiles( event ) smile:removeSelf() end smile:addEventListener("tap",removeSmiles) print("No error please!") sceneGroup:insert(smile) end end local timer1 = timer.performWithDelay( math.random(1700,2700), spawnRight, -1 ) --fire every 10 seconds local function spawnTopRight() for i=1,numberSmiles do local smile = display.newImage("Spear.png", 328,-60); --smile:scale(0.02,0.02) smile:rotate(213) --smile:rotate(gembehind.radius) -- smile:setReferencePoint(); --not necessary; center is default physics.addBody( smile, "static",{ density=0, friction=0, bounce=0 } ) smile.isFixedRotation = true transition.to( smile, { time=2000 , x = display.contentCenterX , y = display.contentCenterY} ); local function removeSmiles( event ) smile:removeSelf() end smile:addEventListener("tap",removeSmiles) sceneGroup:insert(smile) end end local timer1 = timer.performWithDelay( math.random(1500,2500), spawnTopRight, -1 ) --fire every 10 seconds local function spawnBottomRight() for i=1,numberSmiles do local smile = display.newImage("Spear.png", 335,550 ); --smile:scale(0.02,0.02) smile:rotate(330) --smile:rotate(gembehind.radius) -- smile:setReferencePoint(); --not necessary; center is default physics.addBody( smile,"static", { density=0, friction=0, bounce=0 } ) smile.isFixedRotation = true transition.to( smile, { time=2000 , x = display.contentCenterX , y = display.contentCenterY} ); local function removeSmiles( self,event ) smile:removeSelf() end smile:addEventListener("tap",removeSmiles) sceneGroup:insert(smile) end end local timer1 = timer.performWithDelay( math.random(1700,2700), spawnBottomRight, -1 ) --fire every 10 seconds local function spawnBottomLeft() for i=1,numberSmiles do local smile = display.newImage("Spear.png", -20,560 ); --smile:scale(0.02,0.02) smile:rotate(32) --smile:rotate(gembehind.radius) -- smile:setReferencePoint(); --not necessary; center is default physics.addBody( smile,"static", { density=0, friction=0, bounce=0 } ) smile.isFixedRotation = true transition.to( smile, { time=2000 , x = display.contentCenterX , y = display.contentCenterY} ); local function removeSmiles( self,event ) smile:removeSelf() end smile:addEventListener("tap",removeSmiles) sceneGroup:insert(smile) end end local timer1 = timer.performWithDelay( math.random(1500,2500), spawnBottomLeft, -1 ) --fire every 10 seconds local function spawnTopLeft() for i=1,numberSmiles do local smile = display.newImage("Spear.png", -40,-120 ); --smile:scale(0.02,0.02) smile:rotate(150) --smile:rotate(gembehind.radius) -- smile:setReferencePoint(); --not necessary; center is default physics.addBody( smile, "staic",{ density=0, friction=0, bounce=0 } ) smile.isFixedRotation = true transition.to( smile, { time=2000 , x = display.contentCenterX , y = display.contentCenterY} ); local function removeSmiles( self,event ) smile:removeSelf() end smile:addEventListener("tap",removeSmiles) sceneGroup:insert(smile) local function onCollision(self,event ) print("changing scenes!") composer.gotoScene("GameOver") timer.cancel(timer1) end Gem:addEventListener("collision",onCollision) end end local timer1 = timer.performWithDelay( math.random(1700,2700), spawnTopLeft, -1 ) --fire every 10 seconds physics.addBody(Gem,"dynamic") end end -- "scene:hide()" function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then -- Called when the scene is on screen (but is about to go off screen). -- Insert code here to "pause" the scene. -- Example: stop timers, stop animation, stop audio, etc. elseif ( phase == "did" ) then end end -- "scene:destroy()" function scene:destroy( event ) local sceneGroup = self.view Runtime:removeEventListener( "collision", onCollision ) -- Called prior to the removal of scene's view ("sceneGroup"). -- Insert code here to clean up the scene. -- Example: remove display objects, save state, etc. end -- ------------------------------------------------------------------------------- -- Listener setup scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) -- ------------------------------------------------------------------------------- return scene