[Resolved] Remove Product buttons

What part of the button isn’t working specifically? You click it and it does nothing, or ? [import]uid: 52491 topic_id: 30572 reply_id: 124730[/import]

The button works perfectly. I just not sure how to code the part that makes the button appear after the purchase is complete. I feel like I am missing something really simple. [import]uid: 34105 topic_id: 30572 reply_id: 124732[/import]

Easiest way would be to use something like Ego to save a value when the purchase is complete, then just check it when you reload the scene :slight_smile: [import]uid: 52491 topic_id: 30572 reply_id: 124919[/import]

This worked for me too Peach.

Thank you very much! [import]uid: 34105 topic_id: 30572 reply_id: 124591[/import]

Glad to hear it, love it when I see a thread that can help more than one user - I feel twice as helpful :wink: [import]uid: 52491 topic_id: 30572 reply_id: 124657[/import]

Thank again peach.

I have a new question that for the life of me It’s just not clicking. So Some back ground My app will be a subscription app for 7 days. It seems like the transactions are working. With code like you have above. What I am trying to do is have the buy button removed once the subscription has been bought. Which your implementation from above seemed to work beautifully from initial tests. Next i am trying to create a button in the same spot after the purchase was successful that will use director class and take them to a new screen with a html file that points them to my server that I will update everyday. I just cant get that second button to work. This what i have so far but I have tried many other things implements at the beginning of that code without Success.

local touchfootballpickbtn = function( event )  
 if event.phase == "release" and footballpickbtn.isActive then  
  
  
 -- remove event listeners  
  
  
 -- main menu call  
 director:changeScene( "football" )  
 end  
 end  
  
 footballpickbtn = ui.newButton{  
 defaultSrc = "buy.png",  
 defaultX = 80,  
 defaultY = 36,  
 overSrc = "buy.png",  
 overX = 80,  
 overY = 36,  
 onEvent = touchfootballpickbtn,  
 id = "footballpickButton",  
 text = "",  
 font = "Helvetica",  
 textColor = { 255, 255, 255, 255 },  
 size = 16,  
 emboss = false  
 }  
  
  
 footballpickbtn.x = 265; footballpickbtn.y = 121  
 footballpickbtn.isVisible = false  
  
 localGroup:insert( footballpickbtn )  
 timer.performWithDelay( 200, function() footballpickbtn.isVisible = true; end, 1 )  
  

Thanks Again Peach. I really appreciate reading many of your posts [import]uid: 34105 topic_id: 30572 reply_id: 124701[/import]

What part of the button isn’t working specifically? You click it and it does nothing, or ? [import]uid: 52491 topic_id: 30572 reply_id: 124730[/import]

The button works perfectly. I just not sure how to code the part that makes the button appear after the purchase is complete. I feel like I am missing something really simple. [import]uid: 34105 topic_id: 30572 reply_id: 124732[/import]

Thanks Peach. I will check this out. [import]uid: 34105 topic_id: 30572 reply_id: 125114[/import]

Easiest way would be to use something like Ego to save a value when the purchase is complete, then just check it when you reload the scene :slight_smile: [import]uid: 52491 topic_id: 30572 reply_id: 124919[/import]

Thanks Peach. I will check this out. [import]uid: 34105 topic_id: 30572 reply_id: 125114[/import]

OK Peach I researched EGO and went a little different route. This is what i changed. It looks like its purchasing but its not changing to frame 2.

  
 local footballBtn = movieclip.newAnim({"buy.png","gobtn.png"}, 80, 36)  
 footballBtn.x = 265; footballBtn.y = 121  
 screenGroup:insert( footballBtn )  
  
  
 local onBuyfootballTouch = function( event )  
 if event.phase == "ended" and footballUnlocked ~= tonumber(loadedfootballUnlocked) then  
 audio.play( tapSound )   
 storyboard.gotoScene( "loader", "fade", 300 )  
  
 local buyfootball = function ( product )   
 print ("Congrats! Purchasing " ..product)  
  
 -- Purchase the item  
 if store.canMakePurchases then   
 store.purchase( {validProducts[1]} )   
 else   
 native.showAlert("Store purchases are not available, please try again later", { "OK" } )   
 end   
 end   
 -- Enter your product ID here  
 buyfootball("com.domain.app.football")   
  
 elseif event.phase == "ended" and footballUnlocked == tonumber(loadedfootballUnlocked) then  
 audio.play( tapSound )  
 storyboard.gotoScene( "football", "fade", 300 )  
 end  
 end  
 footballBtn:addEventListener( "touch", onBuyfootballTouch )  
  
 if footballUnlocked == tonumber(loadedfootballUnlocked) then  
 footballBtn:stopAtFrame(2)  
 end  
  

Thanks Again [import]uid: 34105 topic_id: 30572 reply_id: 125580[/import]

Try using print statements to see where function is stopping and if values are being returned as required to move forward is my advice in these situations; then let me know results? [import]uid: 52491 topic_id: 30572 reply_id: 125654[/import]

Hello Peach,

I have put print statements into my code and it seems like all the transactions are occurring. I also checked my sand box file and the value is changing from 0 to 1. So my problem is with my button that must not be accessing that file and comparing it correctly. I have Narrowed the problem down to a few lines of Code.

Thanks peach for all your help. Your the best. [import]uid: 34105 topic_id: 30572 reply_id: 125734[/import]

OK Peach I researched EGO and went a little different route. This is what i changed. It looks like its purchasing but its not changing to frame 2.

  
 local footballBtn = movieclip.newAnim({"buy.png","gobtn.png"}, 80, 36)  
 footballBtn.x = 265; footballBtn.y = 121  
 screenGroup:insert( footballBtn )  
  
  
 local onBuyfootballTouch = function( event )  
 if event.phase == "ended" and footballUnlocked ~= tonumber(loadedfootballUnlocked) then  
 audio.play( tapSound )   
 storyboard.gotoScene( "loader", "fade", 300 )  
  
 local buyfootball = function ( product )   
 print ("Congrats! Purchasing " ..product)  
  
 -- Purchase the item  
 if store.canMakePurchases then   
 store.purchase( {validProducts[1]} )   
 else   
 native.showAlert("Store purchases are not available, please try again later", { "OK" } )   
 end   
 end   
 -- Enter your product ID here  
 buyfootball("com.domain.app.football")   
  
 elseif event.phase == "ended" and footballUnlocked == tonumber(loadedfootballUnlocked) then  
 audio.play( tapSound )  
 storyboard.gotoScene( "football", "fade", 300 )  
 end  
 end  
 footballBtn:addEventListener( "touch", onBuyfootballTouch )  
  
 if footballUnlocked == tonumber(loadedfootballUnlocked) then  
 footballBtn:stopAtFrame(2)  
 end  
  

Thanks Again [import]uid: 34105 topic_id: 30572 reply_id: 125580[/import]

Try using print statements to see where function is stopping and if values are being returned as required to move forward is my advice in these situations; then let me know results? [import]uid: 52491 topic_id: 30572 reply_id: 125654[/import]

Hello Peach,

I have put print statements into my code and it seems like all the transactions are occurring. I also checked my sand box file and the value is changing from 0 to 1. So my problem is with my button that must not be accessing that file and comparing it correctly. I have Narrowed the problem down to a few lines of Code.

Thanks peach for all your help. Your the best. [import]uid: 34105 topic_id: 30572 reply_id: 125734[/import]