Hello!
I got a weird situation with Storyboard here 
I got ( I think ) everything setup right and the scenes are changing. However after only three clicks the scene 2 changes itself but with another scene 2
wich is obviously not what I need!
here is a link with a quick project setup, only few lines of code so I’m probably missing something for sure… any help is much appreciated: http://gamez-factory.com/storyboardTest.zip
here are the lua files if someone can figure it out directly:
testScene1.lua:
[lua]----------------------------------------------------------------------------------
– scenetemplate.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
function changeScene(event)
print(’–’)
print(‘TEST SCENE 1: changeScene() called.’)
storyboard.gotoScene(‘testScene2’, ‘slideUp’, 3000)
return true
end
– Called when the scene’s view does not exist:
function scene:createScene( event )
local group = self.view
– CREATE display objects and add them to ‘group’ here.
– Example use-case: Restore ‘group’ from previously saved state.
testImg = display.newImage( group, “TestImg1.png”, 0, 0, true )
print(‘TEST SCENE 1: createScene()’)
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.)
storyboard.purgeScene(‘testScene2’)
testImg:addEventListener(“touch”, changeScene)
print(‘TEST SCENE 1: enterScene() called.’)
print(‘TEST SCENE 1: touch event added.’)
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.)
testImg:removeEventListener(“touch”, changeScene)
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.)
print(‘TEST SCENE 1: purge.’)
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[/lua]
testScene2.lua:
[lua]----------------------------------------------------------------------------------
– scenetemplate.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
function changeScene(event)
print(’–’)
print(‘TEST SCENE 2: changeScene() called.’)
storyboard.gotoScene(‘testScene1’, ‘slideUp’, 3000)
return true
end
– Called when the scene’s view does not exist:
function scene:createScene( event )
local group = self.view
– CREATE display objects and add them to ‘group’ here.
– Example use-case: Restore ‘group’ from previously saved state.
testImg = display.newImage( group, “TestImg2.png”, 0, 0, true )
print(‘TEST SCENE 2: createScene()’)
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.)
storyboard.purgeScene(‘testScene1’)
testImg:addEventListener(“touch”, changeScene)
print(‘TEST SCENE 2: enterScene() called.’)
print(‘TEST SCENE 2: touch event added.’)
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.)
testImg:removeEventListener(“touch”, changeScene)
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.)
print(‘TEST SCENE 1: purge.’)
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[/lua] [import]uid: 125690 topic_id: 24048 reply_id: 324048[/import]