[RESOLVED] BG Image

Hi guys. I’m going mentally insane.

I’m making a game and I’m using storyboard.
I’ve been using Corona for a while now, but when I put a Image in the app and start the SIM.
The image is not even close to fitting the screen, I have no IDEA what is wrong.

 

-------------------------- -- Main.Lua -------------------------- -- Hide device status bar display.setStatusBar( display.HiddenStatusBar ) -- require controller module local storyboard = require "storyboard" --local widget = require "widget" -- load first scene storyboard.gotoScene( "start", "fade", 400 )

 

---------------------- -- Config ---------------------- local aspectRatio = display.pixelHeight / display.pixelWidth application = { content = { width = aspectRatio \> 1.5 and 320 or math.ceil( 480 / aspectRatio ), height = aspectRatio \< 1.5 and 480 or math.ceil( 320 \* aspectRatio ), scale = "scale", fps = 30, imageSuffix = { ["@2x"] = 1.5, ["@4x"] = 3.0, } } }

Scene 1 -------------------- --------------------- -- start.lua --------------------- local storyboard = require ( "storyboard" ) local scene = storyboard.newScene() ------------------------------------ -- Beginning of code ------------------------------------ local centerX = display.contentCenterX local centerY = display.contentCenterY local image -- touch event listener for background local function onSceneTouch( self, event) if event.phase == "began" then storyboard.gotoScene( "levels", "fade", 400 ) return true end end -- called when the scenes view does not exist: function scene:createScene( event ) local screenGroup = self.view image = display.newImage("BGstart.jpg", centerX, CenterY ) image.touch = onSceneTouch print( "\n1: createScene event") end -- Called immediately after scene has moved onscreen: function scene:enterScene( event ) print( "1: enterScene event" ) -- called when scene is about to move offscreen: function scene:exitScene ( event ) print( "1: exitScene event" ) -- remove touch listener for image image:removeEventListener( "touch", image ) end end -- called prior to the removal of scene's "view" (display group) function scene:destroyScene ( event ) print( "((destroying start 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 

I’m not getting a error, but the picture isn’t covering the screen at all.

Thanks

Jesus!

Finally found the error.

image = display.newImage(“BGstart.jpg”, centerX, ©enterY )

Jesus!

Finally found the error.

image = display.newImage(“BGstart.jpg”, centerX, ©enterY )