Hi,
I have a isShake listener and inside of it, I want it to set some booleans to true and false. It seems to not be working properly. Any help would be greatly appreciated.
true01 = true
true02 = true
true04 = false
true04 = false
timeOf_Shake
local function setBool (event)
if (event.isShake) then
true01 = false
true02 = false
true03 = true
true04 = true
timeOf_Shake = system.getTimer() + 2000
end
return true
end
Runtime:addEventListener (“accelerometer”, setBool)
rob
August 2, 2013, 12:46am
2
I would recommend putting in some prints to make sure you’re actually getting the event your expecting.
I tries that, it triggers and removed a bunch of things but does not set off my boolean. I have a timer.delay function that check the values and call it’s respective function based on the boolean.
rob
August 2, 2013, 1:47am
4
You are probably going to have to post more code.
the rest of the code
true01 = true
true02 = true
true04 = false
true04 = false
local spreatSheet = sprite.newSpriteSheet (“someSprite”, 100,100)
local objSheet = sprite.newSpriteSheet (spreatSheet, 1, 30)
sprite.add (objSheet, 1, 30, 1000, 0)
local spreatPlay = sprite.newSprite (objSheet)
function updateSheet ()
if (true01 == true) then
if (true02 == true) then
spreatPlay:removeSelf()
true02 == false
loadAnotherImage_InThisFunction_AndPlay()
end
elseif (true03 == true) then
if (true04 == true) then
spreatPlay:removeSelf()
loadAnotherImage_DifferentFrom_Above()
true04 == false
end
end
end
timer.performWithDelay ( 1, updateSheet, 0)
local function setBool (event)
if (event.isShake) then
true01 = false
true02 = false
true03 = true
true04 = true
timeOf_Shake = system.getTimer() + 2000
end
return true
end
Runtime:addEventListener (“accelerometer”, setBool)
rob
August 2, 2013, 1:58am
6
Looks like you’re missing some code. Also please paste it in between ** and ** tags (using square brackets and leaving out the space after the opening square bracket.
Thanks
Rob
ideally, I wanted a default animation, then when shaked, it plays another for 2-3 seconds then just goes back to normal
rob
August 2, 2013, 12:46am
9
I would recommend putting in some prints to make sure you’re actually getting the event your expecting.
I tries that, it triggers and removed a bunch of things but does not set off my boolean. I have a timer.delay function that check the values and call it’s respective function based on the boolean.
rob
August 2, 2013, 1:47am
11
You are probably going to have to post more code.
the rest of the code
true01 = true
true02 = true
true04 = false
true04 = false
local spreatSheet = sprite.newSpriteSheet (“someSprite”, 100,100)
local objSheet = sprite.newSpriteSheet (spreatSheet, 1, 30)
sprite.add (objSheet, 1, 30, 1000, 0)
local spreatPlay = sprite.newSprite (objSheet)
function updateSheet ()
if (true01 == true) then
if (true02 == true) then
spreatPlay:removeSelf()
true02 == false
loadAnotherImage_InThisFunction_AndPlay()
end
elseif (true03 == true) then
if (true04 == true) then
spreatPlay:removeSelf()
loadAnotherImage_DifferentFrom_Above()
true04 == false
end
end
end
timer.performWithDelay ( 1, updateSheet, 0)
local function setBool (event)
if (event.isShake) then
true01 = false
true02 = false
true03 = true
true04 = true
timeOf_Shake = system.getTimer() + 2000
end
return true
end
Runtime:addEventListener (“accelerometer”, setBool)
rob
August 2, 2013, 1:58am
13
Looks like you’re missing some code. Also please paste it in between ** and ** tags (using square brackets and leaving out the space after the opening square bracket.
Thanks
Rob
ideally, I wanted a default animation, then when shaked, it plays another for 2-3 seconds then just goes back to normal