Hi, your error is a “scope” issue.
The function you are attempting to access your “Cornered” variable from can’t see it
The way you get around this is by declaring the variable outside of a function.
Here is a fixed code, based on your sample :
[code]
–
– Menu.lua
local storyboard = require( “storyboard” )
local scene = storyboard.newScene()
–
– NOTE:
– Code outside of listener functions (below) will only be executed once,
– unless storyboard.removeScene() is called.
– BEGINNING OF YOUR IMPLEMENTATION
–Declare corner variable here so all functions can see it
local Cornered
– Called when the scene’s view does not exist:
function scene:createScene( event )
local group = self.view
local background = display.newImage( “mainBackground.png” )
background.x = display.contentWidth - 240
background.y = display.contentHeight - 160
background:scale(1,1)
local menubackground = display.newImage( “menuBackground.png” )
menubackground.x = display.contentWidth - 240
menubackground.y = display.contentHeight - 160
menubackground:scale(0.50,0.50)
–Assign Cornered here
Cornered = display.newImageRect( “Cornered.png”, 250, 75 )
Cornered.x = display.contentWidth - 370
Cornered.y = display.contentHeight - 150
local Invasion = display.newImageRect( “Invasion.png”, 250, 75 )
Invasion.x = display.contentWidth - 110
Invasion.y = display.contentHeight - 150
local HighScore = display.newImageRect( “highscore.png”, 250, 75 )
HighScore.x = display.contentWidth - 370
HighScore.y = display.contentHeight - 70
local Help = display.newImageRect( “Help.png”, 250, 75 )
Help.x = display.contentWidth - 110
Help.y = display.contentHeight - 70
group:insert(background)
group:insert(menubackground)
group:insert(Cornered)
group:insert(Invasion)
group:insert(HighScore)
group:insert(Help)
– CREATE display objects and add them to ‘group’ here.
– Example use-case: Restore ‘group’ from previously saved state.
end
– Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
– INSERT code here (e.g. start timers, load audio, start listeners, etc.)
local function tapCornered( event )
storyboard.gotoScene( “Play” )
print( “Cornered Button Tapped” )
end
Cornered:addEventListener( “tap”, tapCornered )
end
– Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
– INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)
end
– Called prior to the removal of scene’s “view” (display group)
function scene:destroyScene( event )
local group = self.view
– INSERT code here (e.g. remove listeners, widgets, save state, etc.)
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 [import]uid: 84637 topic_id: 22529 reply_id: 90039[/import]