this error pops up when i tested my game in actual Samsung S3 but it is no error at simulator…can anyone help me?
local composer = require( “composer” )
local scene = composer.newScene()
local mydata = require( “mydata” )
local score = require( “score” )
– background
function restartGame(event)
if event.phase == “ended” then
saveScore()
composer.gotoScene(“start”)
end
end
function showStart()
startTransition = transition.to(restart,{time=200, alpha=1})
scoreTextTransition = transition.to(scoreText,{time=600, alpha=1})
scoreTextTransition = transition.to(bestText,{time=600, alpha=1})
end
function showExit()
startTransition = transition.to(exitbuttonR,{time=300, alpha=1})
end
function showScore()
scoreTransition = transition.to(scoreBg,{time=600, y=display.contentCenterY,onComplete=showStart})
scoreTransition = transition.to(scoreBg,{time=600, y=display.contentCenterY,onComplete=showExit})
end
function showGameOver()
fadeTransition = transition.to(gameOver,{time=600, alpha=1,onComplete=showScore})
end
function loadScore()
local prevScore = score.load()
if prevScore ~= nil then
if prevScore <= mydata.score then
score.set(mydata.score)
else
score.set(prevScore)
end
else
score.set(mydata.score)
end
end
function saveScore()
score.save()
end
– All code outside of the listener functions will only be executed ONCE
– unless “composer.removeScene()” is called.
– local forward references should go here
– “scene:create()”
function scene:create( event )
local sceneGroup = self.view
– Initialize the scene here.
– Example: add display objects to “sceneGroup”, add touch listeners, etc.
background = display.newImageRect(“Background.png”,900,1425)
background.anchorX = 0.5
background.anchorY = 0.5
background.x = display.contentCenterX
background.y = display.contentCenterY
sceneGroup:insert(background)
gameOver = display.newImageRect(“GAME-OVER.png”,550,100)
gameOver.anchorX = 0.5
gameOver.anchorY = 0.5
gameOver.x = display.contentCenterX
gameOver.y = display.contentCenterY - 450
gameOver.alpha = 0
sceneGroup:insert(gameOver)
scoreBg = display.newImageRect(“MenuBg.png”,480,393)
scoreBg.anchorX = 0.5
scoreBg.anchorY = 0.5
scoreBg.x = display.contentCenterX
scoreBg.y = display.contentHeight + 500
sceneGroup:insert(scoreBg)
restart = display.newImageRect(“Restart.png”,276,101)
restart.anchorX = 0.5
restart.anchorY = 1
restart.x = display.contentCenterX - 200
restart.y = display.contentCenterY + 350
restart.alpha = 0
sceneGroup:insert(restart)
exitbuttonR = display.newImageRect(“ExitButton_restart.png”,276,101)
exitbuttonR.anchorX = 1
exitbuttonR.anchorY = 3
exitbuttonR.x = display.contentCenterX + 330
exitbuttonR.y = display.contentCenterY + 350
exitbuttonR.alpha = 0
sceneGroup:insert(exitbuttonR)
credit = display.newImageRect(“credit.png”,412,77)
credit.anchorX = 0.5
credit.anchorY = 1
credit.x = display.contentCenterX
credit.y = display.contentHeight - 20
sceneGroup:insert(credit)
scoreText = display.newText(mydata.score,display.contentCenterX + 75,
display.contentCenterY - 115, native.systemFont, 50)
scoreText:setFillColor(0,0,0)
scoreText.alpha = 0
sceneGroup:insert(scoreText)
bestText = score.init({
fontSize = 50,
font = “Helvetica”,
x = display.contentCenterX + 30,
y = display.contentCenterY + 65,
maxDigits = 7,
leadingZeros = false,
filename = “scorefile.txt”,
})
bestScore = score.get()
bestText.text = bestScore
bestText.alpha = 0
bestText:setFillColor(0,0,0)
sceneGroup:insert(bestText)
end
– “scene:show()”
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == “will” ) then
– Called when the scene is still off screen (but is about to come on screen).
elseif ( phase == “did” ) then
– Called when the scene is now on screen.
– Insert code here to make the scene come alive.
– Example: start timers, begin animation, play audio, etc.
composer.removeScene(“game”)
restart:addEventListener(“touch”, restartGame)
showGameOver()
–saveScore()
loadScore()
end
end
– “scene:hide()”
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == “will” ) then
– Called when the scene is on screen (but is about to go off screen).
– Insert code here to “pause” the scene.
– Example: stop timers, stop animation, stop audio, etc.
restart:removeEventListener(“touch”, restartGame)
transition.cancel(fadeTransition)
transition.cancel(scoreTransition)
transition.cancel(scoreTextTransition)
transition.cancel(startTransition)
elseif ( phase == “did” ) then
– Called immediately after scene goes off screen.
end
end
– “scene:destroy()”
function scene:destroy( event )
local sceneGroup = self.view
– Called prior to the removal of scene’s view (“sceneGroup”).
– Insert code here to clean up the scene.
– Example: remove display objects, save state, etc.
end
– Listener setup
scene:addEventListener( “create”, scene )
scene:addEventListener( “show”, scene )
scene:addEventListener( “hide”, scene )
scene:addEventListener( “destroy”, scene )
return scene