I’ve started working on a 2D maze game with use of Tiled but can’t seem to get things to run smoothly.
The following is how it appears in Tiled:

But then when I run the simulator I get this and the following messages below:

[spoiler]20:14:17.481 Windows simulator build date: Mar 31 2017 @ 14:34:46
20:14:17.481
20:14:20.303
20:14:20.303 Copyright © 2009-2017 C o r o n a L a b s I n c .
20:14:20.303 Version: 3.0.0
20:14:20.303 Build: 2017.3068
20:14:20.303 Platform: iPhone / x64 / 6.1 / AMD Radeon HD 6410D / 4.1.10834 Compatibility Profile Context / 2017.3068 / en_CA | CA | en_CA | en
20:14:20.303 Loading project from: F:\Corona Projects\Rustic Maze
20:14:20.303 Project sandbox folder: C:\Users\Daniel\AppData\Local\Corona Labs\Corona Simulator\Sandbox\rustic maze-7619BCB584A0B3767A6B964C2C1AD684\Documents
20:14:20.323 LOADED: scene/levels/…/graphics/blocks.png
20:14:20.333 WARNING: Supplied frameIndex(3) exceeds image sheet’s maximum frameIndex (2). Value will be clamped.
20:14:20.333 WARNING: Supplied frameIndex(3) exceeds image sheet’s maximum frameIndex (2). Value will be clamped.
20:14:20.333 WARNING: Supplied frameIndex(3) exceeds image sheet’s maximum frameIndex (2). Value will be clamped.
20:14:20.333 WARNING: Supplied frameIndex(3) exceeds image sheet’s maximum frameIndex (2). Value will be clamped.
20:14:20.333 WARNING: Supplied frameIndex(3) exceeds image sheet’s maximum frameIndex (2). Value will be clamped.
20:14:20.333 WARNING: Supplied frameIndex(3) exceeds image sheet’s maximum frameIndex (2). Value will be clamped.
20:14:20.333 WARNING: Supplied frameIndex(3) exceeds image sheet’s maximum frameIndex (2). Value will be clamped.
20:14:20.333 LOADED: scene/levels/…/graphics/gem.png
20:14:20.333 WARNING: Supplied frameIndex(2) exceeds image sheet’s maximum frameIndex (1). Value will be clamped.
[/spoiler]
I’ve also included my code if that helps:
[spoiler][lua]local tiled = require “com.ponywolf.ponytiled”;
local physics = require “physics”;
local json = require “json”;
local composer = require “composer”;
physics.start();
local map;
local scene = composer.newScene();
function scene:create(event)
local sceneGroup = self.view;
local mapData = json.decodeFile(system.pathForFile(“scene/levels/ruins-1.json”, system.ResourceDirectory));
map = tiled.new(mapData, “scene/levels”);
map.x = display.contentCenterX - 160;
map.y = display.screenOriginY;
end
function scene:show( event )
local sceneGroup = self.view;
local phase = event.phase;
if phase == “will” then
elseif phase == “did” then
end
end
function scene:hide(event)
local sceneGroup = self.view;
local phase = event.phase;
if phase == “will” then
elseif phase == “did” then
end
end
function scene:destroy(event)
local sceneGroup = self.view;
end
scene:addEventListener(“create”, scene);
scene:addEventListener(“show”, scene);
scene:addEventListener(“hide”, scene);
scene:addEventListener(“destroy”, scene);
return scene[/lua][/spoiler]
Any ideas on how to stop this from happening?
Thanks