Can i have multiple button in a screen?

Hi, i just started to build a mobile app using corona. Currently i working on app using storyboard, i wish to have 6 button in a screen but only two of the button shown the rest doesn’t show up after i convert it to apk and install in device. Can anyone help me to solve this problem? Thank you.

main.lua

local storyboard = require "storyboard" storyboard.purgeOnSceneChange = true --So it automatically purges for us. --Create a constantly looping background sound... -- Changed to own background music. local bgSound = audio.loadStream("sounds/EyeOfTheTiger.mp3") --audio.reserveChannels() --Reserve its channel --audio.play(bgSound, {channel=1, loops=-1}) --Start looping the sound. --Now change scene to go to the menu. storyboard.gotoScene( "menu", "fade", 400 )

menu.lua

--Start off by requiring storyboard and creating a scene. local storyboard = require( "storyboard" ) local scene = storyboard.newScene() --Variables etc we needs local tapChannel, tapSound --Sound variables.. ------------------------------------------------ -- \*\*\* STORYBOARD SCENE EVENT FUNCTIONS \*\*\* ------------------------------------------------ -- Called when the scene's view does not exist: -- Create all your display objects here. function scene:createScene( event ) local screenGroup = self.view --Load the sounds. tapSound = audio.loadSound("sounds/tapsound.wav") --Background images first... local bg1 = display.newImageRect( "background/UI 1.png", 1024,768) bg1.x = 512 bg1.y = 385 screenGroup:insert(bg1) --Phonics button; local function phonics() tapChannel = audio.play( tapSound ) storyboard.gotoScene( "phonicMenu", "slideLeft", 400 ) end local bt01 = display.newImage("button/button1.png", 283, 98) bt01:addEventListener("tap", phonics) bt01.x = 450 bt01.y = 450 screenGroup:insert(bt01) --Phonics button; local function phonetics() btnChannel = audio.play( tapSound ) storyboard.gotoScene( "phoneticMenu", "slideLeft", 400 ) end local bt02 = display.newImage("button/button2.png", 283, 98) bt02:addEventListener("tap", phonetics) bt02.x = 450 bt02.y = 600 screenGroup:insert(bt02) end -- Called immediately after scene has moved onscreen: -- Start timers/transitions etc. function scene:enterScene( event ) -- Completely remove the previous scene/all scenes. -- Handy in this case where we want to keep everything simple. storyboard.removeAll() end -- Called when scene is about to move offscreen: -- Cancel Timers/Transitions and Runtime Listeners etc. function scene:exitScene( event ) end --Called prior to the removal of scene's "view" (display group) function scene:destroyScene( event ) audio.dispose( tapSound ); tapSound = nil; end ----------------------------------------------- -- Add the story board event listeners ----------------------------------------------- scene:addEventListener( "createScene", scene ) scene:addEventListener( "enterScene", scene ) scene:addEventListener( "exitScene", scene ) scene:addEventListener( "destroyScene", scene ) --Return the scene to storyboard. return scene

phonicMenu.lua

--Start off by requiring storyboard and creating a scene. local storyboard = require( "storyboard" ) local scene = storyboard.newScene() --Variables etc we needs local tapChannel, tapSound ------------------------------------------------ -- \*\*\* STORYBOARD SCENE EVENT FUNCTIONS \*\*\* ------------------------------------------------ -- Called when the scene's view does not exist: -- Create all your display objects here. function scene:createScene( event ) print( "levelSelect: createScene event") local screenGroup = self.view --Load sound. tapSound = audio.loadSound("sounds/tapsound.wav") -------- -- \*\*\* Create the background and Play Button \*\*\* ------- --Background images first... local bg1 = display.newImageRect( "background/UI\_sebutanABC.png", 1024,768) bg1.x = 512 bg1.y = 385 screenGroup:insert(bg1) --Learning button; local function phonics() tapChannel = audio.play( tapSound ) storyboard.gotoScene( "phonic.a", "slideLeft", 400 ) end local bt01 = display.newImage("button/belajar.png", 283, 98) bt01:addEventListener("tap", phonics) bt01.x = 300 bt01.y = 500 screenGroup:insert(bt01) --Phonics button; local function phonetics() btnChannel = audio.play( tapSound ) storyboard.gotoScene( "menu", "slideLeft", 400 ) end local bt02 = display.newImage("button/bermain.png", 283, 98) bt02:addEventListener("tap", phonetics) bt02.x = 600 bt02.y = 500 screenGroup:insert(bt02) ------------------------------------------------ -- \*\*\* Create all of the level buttons. Only activate the ones in the levelScores array. \*\*\* ------------------------------------------------ --Level square clicked... local function levelTouched(event) --Play the sound tapChannel = audio.play( tapSound ) --Set our global level variable to the id of the block we just touched. currentLevel = event.target.id --Now change to our game. Which will use the above variable to create the level. storyboard.gotoScene( "game", "slideLeft", 400 ) end end -- Called immediately after scene has moved onscreen: -- Start timers/transitions etc. function scene:enterScene( event ) print( "levelSelect: enterScene event" ) -- Completely remove the previous scene/all scenes. -- Handy in this case where we want to keep everything simple. storyboard.removeAll() end -- Called when scene is about to move offscreen: -- Cancel Timers/Transitions and Runtime Listeners etc. function scene:exitScene( event ) print( "levelSelect: exitScene event" ) end --Called prior to the removal of scene's "view" (display group) function scene:destroyScene( event ) print( "levelSelect: destroying view" ) audio.dispose( tapSound ); tapSound = nil; end ----------------------------------------------- -- Add the story board event listeners ----------------------------------------------- scene:addEventListener( "createScene", scene ) scene:addEventListener( "enterScene", scene ) scene:addEventListener( "exitScene", scene ) scene:addEventListener( "destroyScene", scene ) --Return the scene to storyboard. return scene

a.lua

--Start off by requiring storyboard and creating a scene. local storyboard = require( "storyboard" ) local scene = storyboard.newScene() --Variables etc we needs local tapChannel, tapSound ------------------------------------------------ -- \*\*\* STORYBOARD SCENE EVENT FUNCTIONS \*\*\* ------------------------------------------------ -- Called when the scene's view does not exist: -- Create all your display objects here. function scene:createScene( event ) print( "levelSelect: createScene event") local screenGroup = self.view --Load sound. tapSound = audio.loadSound("sounds/tapsound.wav") aSound = audio.loadSound("sound/reading/alphabet/a.wav") chickenSound = audio.loadSound("sound/reading/word/chicken.mp3") -------- -- \*\*\* Create the background and Play Button \*\*\* ------- --Background images first... local bg1 = display.newImageRect( "background/UI\_sebutanABC.png", 1024,768) bg1.x = 512 bg1.y = 385 screenGroup:insert(bg1) --home button; local function home() tapChannel = audio.play( tapSound ) storyboard.gotoScene( "menu", "slideLeft", 400 ) end local bt01 = display.newImage("button/home.png", 80, 80) bt01:addEventListener("tap", home) bt01.x = 85 bt01.y = 720 screenGroup:insert(bt01) --info button; local function info() btnChannel = audio.play( tapSound ) storyboard.gotoScene( "menu", "slideLeft", 400 ) end local bt02 = display.newImage("button/info.png", 80, 80) bt02:addEventListener("tap", info) bt02.x = 175 bt02.y = 720 screenGroup:insert(bt02) --previous button; local bt03 = display.newImage("button/previous-1.png", 80, 80) bt03.x = 265 bt03.y = 720 screenGroup:insert(bt03) local function afterward() btnChannel = audio.play( tapSound ) storyboard.gotoScene( "menu", "slideLeft", 400 ) end local bt04 = display.newImage("button/next.png", 80, 80) bt04:addEventListener("tap", afterward) bt04.x = 355 bt04.y = 720 screenGroup:insert(bt04) local function a() btnChannel = audio.play( aSound ) end local bt05 = display.newImage("image/Combine/Aa.png", 80, 80) bt05:addEventListener("tap",a) bt05.x = 250 bt05.y = 250 screenGroup:insert(bt05) local function chicken() btnChannel = audio.play( chickenSound ) end local bt06 = display.newImage("image/image\_word/chicken.png", 80, 80) bt06:addEventListener("tap",chicken) bt06.x = 600 bt06.y = 500 screenGroup:insert(bt06) end -- Called immediately after scene has moved onscreen: -- Start timers/transitions etc. function scene:enterScene( event ) print( "levelSelect: enterScene event" ) audio.play( aSound ) audio.play( chickenSound ) -- Completely remove the previous scene/all scenes. -- Handy in this case where we want to keep everything simple. storyboard.removeAll() end -- Called when scene is about to move offscreen: -- Cancel Timers/Transitions and Runtime Listeners etc. function scene:exitScene( event ) print( "levelSelect: exitScene event" ) end --Called prior to the removal of scene's "view" (display group) function scene:destroyScene( event ) print( "levelSelect: destroying view" ) audio.dispose( tapSound ); tapSound = nil; end ----------------------------------------------- -- Add the story board event listeners ----------------------------------------------- scene:addEventListener( "createScene", scene ) scene:addEventListener( "enterScene", scene ) scene:addEventListener( "exitScene", scene ) scene:addEventListener( "destroyScene", scene ) --Return the scene to storyboard. return scene

Hi.

First, don’t bother learning how to use storyboard.  It is going end-of-life. Use the composer scene management library instead.

Second, you may want to watch these episodes of Corona Geek: 

Third, even if you don’t watch, you’d be well served to get my code here.

Ok, thakz i try to understand the code.

Hi.

First, don’t bother learning how to use storyboard.  It is going end-of-life. Use the composer scene management library instead.

Second, you may want to watch these episodes of Corona Geek: 

Third, even if you don’t watch, you’d be well served to get my code here.

Ok, thakz i try to understand the code.