Noob problem with timer in sotryboard

Sorry again. Looks like I’m having a bad typing night. Can you post the code for bild2.lua?

[import]uid: 199310 topic_id: 34655 reply_id: 138414[/import]

[code]
– Project: main.lua
– Description:

– Version: 1.0
– Managed with http://CoronaProjectManager.com

– Copyright 2012 jonas elmesten. All Rights Reserved.

local storyboard = require( “storyboard” )
local scene = storyboard.newScene()


– Code outside of listener functions (below) will only be executed once,
– unless storyboard.removeScene() is called.


– local forward references should go here –

– BEGINNING OF YOUR IMPLEMENTATION

--------------FUNKTIONER---------------------------------------
local function forrasidan( self, event )
if event.phase==“began” then

elseif event.phase == “ended” then
storyboard.gotoScene( “bild1”, “fade”, 500)
print( “letgo” )
return true
end
end

local function nastasida( self, event )
if event.phase==“began” then

elseif event.phase == “ended” then
storyboard.gotoScene( “bild3”, “fade”, 500)
print( “letgo” )
return true
end
end

local function plask ( self, event )
if event.phase==“began” then
audio.play(vattenplaskSnd)
print (“vatten”)
return true
end
end
– Called when the scene’s view does not exist:
function scene:createScene( event )
local Group2 = self.view
vattenplaskSnd = audio.loadSound(“vattenplask.mp3”)
bild2 = display.newImage(“bild2.jpg”)
tillbakaU = display.newImage(“tillbakaU.png”)
tillbakaU.y=_H/1.059
tillbakaN = display.newImage(“tillbakaN.png”)
CavesoundSnd = audio.loadSound(“Cavesound.mp3”)
vatten = display.newImage(“vatten.png”)
vatten.y=_H/1.8;

Group2:insert (bild2)
Group2:insert(vatten)
Group2:insert(tillbakaN)
Group2:insert(tillbakaU)

vatten.touch=plask
tillbakaN.touch=forrasidan
tillbakaU.touch=nastasida
print( “\n1: createScene event”)

end

– Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local Group2 = self.view
storyboard.purgeScene(“bild1”)
print( “1: enterScene event” )
audio.setVolume( 1.5, { channel=5 } )
audio.play(CavesoundSnd,{fadein=200,channel=5, loops=-1})

tillbakaN:addEventListener(“touch”,tillbakaN)
tillbakaU:addEventListener(“touch”,tillbakaU)
vatten:addEventListener(“touch”,vatten)
end
– Called when scene is about to move offscreen:
function scene:exitScene( event )
local Group2 = self.view
print( “1: exitScene event” )
audio.fadeOut({ channel=5, time=2000 } )

storyboard.purgeScene( “bild1” )

end

– Called prior to the removal of scene’s “view” (display group)
function scene:destroyScene( event )
local Group2 = self.view
print( “((destroying menu’s 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

[code] [import]uid: 197493 topic_id: 34655 reply_id: 138420[/import]

What I suspect the problem is has to do with your createScene() in bild2.lua. Look at these lines:

 Group2:insert (bild2)  
 Group2:insert(vatten)  
Group2:insert(tillbakaN)  
Group2:insert(tillbakaU)  

I suspect one of those display objects might be nil.

Make sure the filenames are valid and the images exist.

[import]uid: 199310 topic_id: 34655 reply_id: 138426[/import]