im getting this error that says :
error loading module ‘scene_menu’ form file ‘scene_menu.lua’:
scene_menu.lua:24: ‘<eof>’ expected near ‘local’
stack traceback:
[C]: in function ‘error’
?: in function ‘gotoScene’
main.lua:4: in main chunk
Do you want to relaunch the project?
Nothing works! im looking at templates, online forums a lot, and nothing works!
Let me show you my main.lua file
display.setStatusBar( display.HiddenStatusBar ) – hide the status bar
local storyboard = require “storyboard”
storyboard.gotoScene( “scene_menu” )
– this is my background
local background = display.newImage( “bkg_bricks.png”, centerX, centerY, true )
background.x = display.contentCenterX
background.y = display.contentCenterY
– My text you see here
local myText = display.newText( “Make sure the cube doesn’t fall!”, 0, 0, native.systemFont, 20 )
myText:setFillColor( 0, 0, 0 )
myText.anchorX = 0
myText.x = 10
myText.y = 140
local myText = display.newText( “Coded by blank blank”, 0, 0, native.systemFont, 10 )
myText:setFillColor( 0, 0, 0 )
myText.anchorX = 0
myText.x = 1
myText.y = 520
– score
local score = 0
local scoreLabel = display.newText( score, 0, 0, native.systemFontBold, 30 )
scoreLabel.x = display.viewableContentWidth / 2
scoreLabel.y = display.viewableContentHeight / 15
scoreLabel:setTextColor( 0, 0, 0, 10 )
– the line under “MAKESURETHECUBEDOESNTFALL”
local myRectangle = display.newRect( 150, 155, 250, 0.5 )
myRectangle.strokeWidth = 2
myRectangle:setFillColor( 1 )
myRectangle:setStrokeColor( 0, 0, 0 )
– interact-able square stuff
local physics = require “physics”
physics.start()
local character = display.newImage( “square.png” )
character.x = 70
character.y = 230
physics.addBody( character, {friction=1.0, density=1.0, bounce=0 } )
character.isFixedRotation = true
–end main
and my scene menu file here
–storyboard
local storyboard = require( “storyboard” )
local scene = storyboard.newScene()
function scene:createScene( event )
local group = self.view
local background = display.newImage( “splashscreen.jpg” )
group:insert ( background )
end
function scene:enterScene( event )
local group = self.view
end
function scene:exitScene( event )
local group = self.view
end
function scene:destroyScene( event )
local group = self.view
end
scene:addEventListener( “createScene”, scene )
scene:addEventListener( “enterScene”, scene )
scene:addEventListener( “exitScene”, scene )
scene:addEventListener( “destroyScene”, scene )
return scene
– making the composer/new scene
local storyboard = require ( “storyboard” )
local scene = composer.newScene()
local storyboard = require( “storyboard” )
local scene = storyboard.newScene()
– making widget
local widget = require (“widget”)
– button function
local function onButtonRelease (event)
if ( event.phase == “began” ) then
print “event began”
elseif ( event.phase == “moved” ) then
print “event moved”
elseif ( event.phase == “ended” or event.phase == “cancelled” ) then
print “event ended”
if ( event.target.id == “newGame” ) then
composer.gotoScene( “screens.gameLevel”, “crossFade”, 1000 )
elseif ( event.target.id == “credits” ) then
composer.gotoScene( “screens.creditScreen”, “crossFade”, 1000 )
end
end
return true
end
– for composer purposes
function scene:create( event )
local mainGroup = self.view
end
– button identity and such
local buttonPlay = widget.newButton{ – Button creation
id = “Play”, – Button ID
label = “PLAY”,
font = native.systemFontBold,
fontSize = 64,
labelColor = { default = { 1, 1, 1 }, over = { 0, 0, 0 } },
textOnly = true,
width = 372,
height = 158,
onEvent = onButtonRelease
}
buttonPlay.x = display.contentCenterX
buttonPlay.y = 250
mainGroup:insert(buttonPlay)
– function
function scene:show( event )
local phase = event.phase
if ( phase == “will” ) then
elseif ( phase == “did” ) then
composer.removeScene( “screens.gameLevel” )
end
end
– function scenes
function scene:hide( event )
local phase = event.phase
if ( phase == “will” ) then – Scene is not off the screen entirely
elseif ( phase == “did” ) then – Scene is off the screen
end
end
– functionable scenes
function scene:hide( event )
local phase = event.phase
if ( phase == “will” ) then – Scene is not off the screen entirely
elseif ( phase == “did” ) then – Scene is off the screen
end
end
function scene:destroy( event )
local phase = event.phase
if ( phase == “will” ) then
elseif ( phase == “did” ) then
end
end
function scene:destroy( event )
end
return scene
– end
I really need help!