Corona simulator quit unexpectedly?

For the past two days, the corona simulator has been quitting unexpectedly when I try to work on my app. It seems to be caused only when loading scenes containing new sprites. This happens regardless of the size of the sprite sheet. Any ideas what could be causing this?

Can you post code that adds sprites and goes to next scene? What im thinking is a function is being called way to much times for simulator to handle and it crashes…

Thanks!

local composer = require( "composer" ) local scene = composer.newScene() local globals = require("globals") --options table for next page transitions local pageChangeOptions = { effect = "crossFade", time = 3000 } local function changePage( ) composer.gotoScene( "scene22", pageChangeOptions ) return true end --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- -- "scene:create()" function scene:create( event ) local sceneGroup = self.view local darkness = display.newImage("Images/darkness.png", true) darkness.x = display.contentWidth/2 darkness.y = display.contentHeight/2 local eyesSheetInfo = require("allEyes") local eyesSheet = graphics.newImageSheet( "allEyes.png", eyesSheetInfo:getSheet() ) local eyesSequenceData = {name="eyes1", time = 1000, loopCount = 1} eyesSprite = display.newSprite(eyesSheet, eyesSequenceData) eyesSprite.x = display.contentWidth/2 eyesSprite.y = display.contentHeight/2 function playEyes() eyesSprite:play() end sceneGroup:insert(darkness) darkness:addEventListener("tap", changePage) end -- "scene:show()" function scene:show( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then elseif ( phase == "did" ) then timer.performWithDelay(1000, playEyes) local previous = composer.getSceneName( "previous" ) if previous ~= "main" and previous then composer.removeScene(previous, false) -- remove previous scene from memory end end end -- "scene:hide()" function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then elseif ( phase == "did" ) then end end -- "scene:destroy()" function scene:destroy( event ) local sceneGroup = self.view end --------------------------------------------------------------------------------- -- Listener setup scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) --------------------------------------------------------------------------------- return scene

This is the general gist. I’ve been messing around with different sized sprite sheets but it still crashes.

I created a smaller test project that plays a small sprite to see if the issue was with my main project or playing sprite sheets in general. That project crashed the simulator too so it doesn’t seem to be a sprite sheet size or memory issue. 

Can you post code that adds sprites and goes to next scene? What im thinking is a function is being called way to much times for simulator to handle and it crashes…

Thanks!

local composer = require( "composer" ) local scene = composer.newScene() local globals = require("globals") --options table for next page transitions local pageChangeOptions = { effect = "crossFade", time = 3000 } local function changePage( ) composer.gotoScene( "scene22", pageChangeOptions ) return true end --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- -- "scene:create()" function scene:create( event ) local sceneGroup = self.view local darkness = display.newImage("Images/darkness.png", true) darkness.x = display.contentWidth/2 darkness.y = display.contentHeight/2 local eyesSheetInfo = require("allEyes") local eyesSheet = graphics.newImageSheet( "allEyes.png", eyesSheetInfo:getSheet() ) local eyesSequenceData = {name="eyes1", time = 1000, loopCount = 1} eyesSprite = display.newSprite(eyesSheet, eyesSequenceData) eyesSprite.x = display.contentWidth/2 eyesSprite.y = display.contentHeight/2 function playEyes() eyesSprite:play() end sceneGroup:insert(darkness) darkness:addEventListener("tap", changePage) end -- "scene:show()" function scene:show( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then elseif ( phase == "did" ) then timer.performWithDelay(1000, playEyes) local previous = composer.getSceneName( "previous" ) if previous ~= "main" and previous then composer.removeScene(previous, false) -- remove previous scene from memory end end end -- "scene:hide()" function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then elseif ( phase == "did" ) then end end -- "scene:destroy()" function scene:destroy( event ) local sceneGroup = self.view end --------------------------------------------------------------------------------- -- Listener setup scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) --------------------------------------------------------------------------------- return scene

This is the general gist. I’ve been messing around with different sized sprite sheets but it still crashes.

I created a smaller test project that plays a small sprite to see if the issue was with my main project or playing sprite sheets in general. That project crashed the simulator too so it doesn’t seem to be a sprite sheet size or memory issue.