What am I doing wrong here? I followed the tutorial for using images and no labels. I am getting a Attempt to index a nill value line 82 which is at the bracket right after local tabBar = widget.newTabBar. This is my first time using the tabBar.
Thanks!
Warren
---------------------------------------------------------------------------------- -- -- scenetemplate.lua -- ---------------------------------------------------------------------------------- local storyboard = require( "storyboard" ) local scene = storyboard.newScene() local widget = require( "widget" ) local function onPress( event ) local pressedTab = event.target print( pressedTab.\_id.." pressed!" ) end local tabButtons = { { id = "Tab1", width = 48, height = 48, defaultFile = "images\homered.png", overFile = "images\homered.png", onPress = onPress, selected = true }, { id = "Tab2", width = 48, height = 48, defaultFile = "images\nightlifewhite.png", overFile = "images\nightlifered.png", onPress = onPress, selected = false }, { id = "Tab3", width = 48, height = 48, defaultFile = "images\eventswhite.png", overFile = "images\eventsred.png", onPress = onPress, selected = false }, { id = "Tab4", width = 48, height = 48, defaultFile = "images\culturewhite.png", overFile = "images\culturered.png", onPress = onPress, selected = false }, { id = "Tab5", width = 48, height = 48, defaultFile = "images\searchwhite.png", overFile = "images\searchred.png", onPress = onPress, selected = false }, { id = "Tab6", width = 48, height = 48, defaultFile = "images\contactwhite.png", overFile = "images\contactred.png", onPress = onPress, selected = false } } function scene:createScene( event ) local group = self.view local tabBar = widget.newTabBar { left = 0, top = display.contentHeight - 60, width = 300, height = 48, backgroundFile = "images\tab.png", tabSelectedLeftFile = "images\tab.png", tabSelectedRightFile = "images\tab.png", tabSelectedMiddleFile = "images\tab.png", tabSelectedFrameWidth = 48, tabSelectedFrameHeight = 48, buttons = tabButtons } end -- Called immediately after scene has moved onscreen: function scene:enterScene( event ) local group = self.view end -- Called when scene is about to move offscreen: function scene:exitScene( event ) local group = self.view end -- Called prior to the removal of scene's "view" (display group) function scene:destroyScene( event ) local group = self.view 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