button doesn't shown after convert to apk and install in device

Hi, the buttons in my application doesn’t shown after convert to apk. Can anyone help me have a look on the code? i need your help. Thank you.

Here my code.

main.lua

--------------------------------------------------------------------------------- -- -- main.lua -- --------------------------------------------------------------------------------- -- hide the status bar display.setStatusBar( display.HiddenStatusBar ) -- require the composer library local composer = require "composer" -- load scene1 composer.gotoScene( "scene1" ) -- Add any objects that should appear on all scenes below (e.g. tab bar, hud, etc)

screen1.lua

--------------------------------------------------------------------------------- -- -- scene.lua -- --------------------------------------------------------------------------------- local sceneName = ... local composer = require( "composer" ) -- Load scene with same root filename as this file local scene = composer.newScene( sceneName ) --------------------------------------------------------------------------------- function scene:create( event ) local sceneGroup = self.view -- Called when the scene's view does not exist local bg = display.newImageRect( "background/UI 1.png", 1400, 768 ) bg.x = 515 bg.y = 385 sceneGroup: insert( bg) -- INSERT code here to initialize the scene -- e.g. add display objects to 'sceneGroup', add touch listeners, etc end function scene:show( event ) local sceneGroup = self.view local phase = event.phase if phase == "will" then -- Called when the scene is still off screen and is about to move on screen elseif phase == "did" then -- Called when the scene is now on screen -- -- INSERT code here to make the scene come alive -- e.g. start timers, begin animation, play audio, etc -- we obtain the object by id from the scene's object hierarchy local phonics = display.newImageRect( "button/button1.png", 283, 98 ) phonics.x = 450 phonics.y = 450 if phonics then -- touch listener for the button function phonics:touch ( event ) local phase = event.phase if "ended" == phase then composer.gotoScene( "scene2", { effect = "slideLeft", time = 150 } ) end end -- add the touch event listener to the button phonics:addEventListener( "touch", phonics ) sceneGroup: insert( phonics ) end local phonetics = display.newImageRect( "button/button2.png", 283, 98 ) phonetics.x = 450 phonetics.y = 600 if phonetics then -- touch listener for the button function phonetics:touch ( event ) local phase = event.phase if "ended" == phase then composer.gotoScene( "scene2", { effect = "fade", time = 300 } ) end end -- add the touch event listener to the button phonetics:addEventListener( "touch", phonetics ) sceneGroup: insert( phonetics ) end end end function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if event.phase == "will" then -- Called when the scene is on screen and is about to move off screen -- -- INSERT code here to pause the scene -- e.g. stop timers, stop animation, unload sounds, etc.) elseif phase == "did" then -- Called when the scene is now off screen end end function scene:destroy( event ) local sceneGroup = self.view if phonetics then phonetics:removeSelf() phonetics = nil elseif phonics then phonics:removeSelf() phonics = nil end -- Called prior to the removal of scene's "view" (sceneGroup) -- -- INSERT code here to cleanup the scene -- e.g. remove display objects, remove touch listeners, save state, etc end --------------------------------------------------------------------------------- -- Listener setup scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) --------------------------------------------------------------------------------- return scene

screen2.lua

--------------------------------------------------------------------------------- -- -- scene.lua -- --------------------------------------------------------------------------------- local sceneName = ... local composer = require( "composer" ) -- Load scene with same root filename as this file local scene = composer.newScene( sceneName ) --------------------------------------------------------------------------------- function scene:create( event ) local sceneGroup = self.view -- Called when the scene's view does not exist local bg = display.newImageRect( "background/UI\_sebutanABC.png", 1400, 768 ) bg.x = 515 bg.y = 385 sceneGroup: insert( bg) -- INSERT code here to initialize the scene -- e.g. add display objects to 'sceneGroup', add touch listeners, etc end function scene:show( event ) local sceneGroup = self.view local phase = event.phase if phase == "will" then -- Called when the scene is still off screen and is about to move on screen elseif phase == "did" then -- Called when the scene is now on screen -- -- INSERT code here to make the scene come alive -- e.g. start timers, begin animation, play audio, etc -- we obtain the object by id from the scene's object hierarchy local belajar = display.newImageRect( "button/belajar.png", 283, 98 ) belajar.x = 300 belajar.y = 500 if belajar then -- touch listener for the button function belajar:touch ( event ) local phase = event.phase if "ended" == phase then composer.gotoScene( "scene3", { effect = "slideLeft", time = 150 } ) end end -- add the touch event listener to the button belajar:addEventListener( "touch", belajar ) sceneGroup: insert( belajar ) end local bermain = display.newImageRect( "button/bermain.png", 283, 98 ) bermain.x = 700 bermain.y = 600 if bermain then -- touch listener for the button function bermain:touch ( event ) local phase = event.phase if "ended" == phase then composer.gotoScene( "scene3", { effect = "fade", time = 300 } ) end end -- add the touch event listener to the button bermain:addEventListener( "touch", bermain ) sceneGroup: insert( bermain ) end end end function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if event.phase == "will" then -- Called when the scene is on screen and is about to move off screen -- -- INSERT code here to pause the scene -- e.g. stop timers, stop animation, unload sounds, etc.) elseif phase == "did" then -- Called when the scene is now off screen end end function scene:destroy( event ) local sceneGroup = self.view if belajar then belajar:removeSelf() belajar = nil elseif bermain then bermain:removeSelf() bermain = nil end -- Called prior to the removal of scene's "view" (sceneGroup) -- -- INSERT code here to cleanup the scene -- e.g. remove display objects, remove touch listeners, save state, etc end --------------------------------------------------------------------------------- -- Listener setup scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) --------------------------------------------------------------------------------- return scene

screen3.lua

--------------------------------------------------------------------------------- -- -- scene.lua -- --------------------------------------------------------------------------------- local sceneName = ... local composer = require( "composer" ) -- Load scene with same root filename as this file local scene = composer.newScene( sceneName ) --------------------------------------------------------------------------------- function scene:create( event ) local sceneGroup = self.view -- Called when the scene's view does not exist local bg = display.newImageRect( "background/UI\_sebutanABC.png", 1400, 768 ) bg.x = 515 bg.y = 385 sceneGroup: insert( bg) -- INSERT code here to initialize the scene -- e.g. add display objects to 'sceneGroup', add touch listeners, etc end function scene:show( event ) local sceneGroup = self.view local phase = event.phase if phase == "will" then -- Called when the scene is still off screen and is about to move on screen elseif phase == "did" then -- Called when the scene is now on screen -- -- INSERT code here to make the scene come alive -- e.g. start timers, begin animation, play audio, etc -- we obtain the object by id from the scene's object hierarchy local aButton = display.newImageRect( "image/Combine/Aa.png",348,250 ) aButton.x = 300 aButton.y = 250 if aButton then -- touch listener for the button function aButton:touch ( event ) local phase = event.phase if "ended" == phase then composer.gotoScene( "scene2", { effect = "slideLeft", time = 150 } ) end end -- add the touch event listener to the button aButton:addEventListener( "touch", aButton ) sceneGroup: insert( aButton ) end local chicken = display.newImageRect( "image/image\_word/chicken.png",282,413 ) chicken.x = 700 chicken.y = 500 if chicken then -- touch listener for the button function chicken:touch ( event ) local phase = event.phase if "ended" == phase then composer.gotoScene( "scene2", { effect = "slideLeft", time = 150 } ) end end -- add the touch event listener to the button chicken:addEventListener( "touch", chicken) sceneGroup: insert( chicken ) end local home = display.newImageRect( "button/home.png", 80, 80 ) home.x = 85 home.y = 720 if home then -- touch listener for the button function home:touch ( event ) local phase = event.phase if "ended" == phase then composer.gotoScene( "scene1", { effect = "slideLeft", time = 150 } ) end end -- add the touch event listener to the button home:addEventListener( "touch", home ) sceneGroup: insert( home ) end local bermain = display.newImageRect( "button/previous-1.png", 80, 80) bermain.x = 175 bermain.y = 720 if bermain then -- touch listener for the button function bermain:touch ( event ) local phase = event.phase if "ended" == phase then end end -- add the touch event listener to the button bermain:addEventListener( "touch", bermain ) sceneGroup: insert( bermain ) end local next = display.newImageRect( "button/next.png", 80, 80 ) next.x = 265 next.y = 720 if next then -- touch listener for the button function next:touch ( event ) local phase = event.phase if "ended" == phase then composer.gotoScene( "scene1", { effect = "fade", time = 300 } ) end end -- add the touch event listener to the button next:addEventListener( "touch", next ) sceneGroup: insert( next ) end end end function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if event.phase == "will" then -- Called when the scene is on screen and is about to move off screen -- -- INSERT code here to pause the scene -- e.g. stop timers, stop animation, unload sounds, etc.) elseif phase == "did" then -- Called when the scene is now off screen end end function scene:destroy( event ) local sceneGroup = self.view -- Called prior to the removal of scene's "view" (sceneGroup) -- -- INSERT code here to cleanup the scene -- e.g. remove display objects, remove touch listeners, save state, etc end --------------------------------------------------------------------------------- -- Listener setup scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) --------------------------------------------------------------------------------- return scene

There are several things that can go wrong on device that can’t be tested in the simulator.  You need to look at your device’s console log and see what errors you are getting.  Please refer to our debugging guide:

http://docs.coronalabs.com/guide/basics/debugging/index.html

Rob

There are several things that can go wrong on device that can’t be tested in the simulator.  You need to look at your device’s console log and see what errors you are getting.  Please refer to our debugging guide:

http://docs.coronalabs.com/guide/basics/debugging/index.html

Rob