I previously had an error that the scene is not restarting when I press the play button in restart.lua .
I was told to fix that with some code and now this error is displayed:
Windows simulator build date: May 27 2015 @ 18:15:50
Copyright © 2009-2015 C o r o n a L a b s I n c .
Version: 3.0.0
Build: 2015.2646
Platform: SM-G900S / x64 / 6.2 / Intel® HD Graphics / 4.0.0 - Build 10.18.10.3
408 / 2015.2646
Loading project from: c:\users\true\documents\corona projects\bouncy blocks
Project sandbox folder: C:\Users\True\AppData\Roaming\Corona Labs\Corona Simulat
or\Sandbox\bouncy blocks-C116AB3B868BE13E671AF11DFB4D395F\Documents
WARNING: display.setStatusBarMode() not supported in the simulator for SM-G900S
device
Runtime error
c:\users\true\documents\corona projects\bouncy blocks\level1.lua:159: attempt to
index global ‘self’ (a nil value)
stack traceback:
[C]: in function ‘error’
?: in function ‘gotoScene’
c:\users\true\documents\corona projects\bouncy blocks\menu.lua:25: in fu
nction <c:\users\true\documents\corona projects\bouncy blocks\menu.lua:23>
?: in function <?:221>
level1.lua:
local composer = require( "composer" ) local scene = composer.newScene() local physics = require( "physics" ) function scene:create( event ) -- display background image local background = display.newImage( "background.png" ) -- display ground image local ground = display.newImage( "ground.png" ) ground.myName = "ground" ground.isGround = true physics.addBody( ground, "static" , { friction=0.5, bounce=0.1 } ) -- create object local myObject = display.newRect( 0, 0, 100, 30 ) myObject:setFillColor( 0 ) myObject.isMyObject = true physics.addBody( myObject, "kinematic" , { myObject, friction=0.5, bounce=2 } ) -- touch listener function function myObject:touch( event ) if event.phase == "moved" then self.x = event.x self.y = event.y end return true end -- make 'myObject' listen for touch events myObject:addEventListener( "touch", myObject ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local block = display.newImage( "block.png" ) block.rotation = 8 block.myName = "block" block.isBlock = true physics.addBody( block, "dynamic" , { block, friction=0.5, bounce=0.5 } ) local function onCollision( self, event ) local other = event.other if( event.phase == "began" and self.isBlock and other.isGround ) then timer.performWithDelay( 30, function() composer.gotoScene ( "restart", "fade", 500 ); end) self:removeEventListener( "collision" ) end return true end block.collision = onCollision block:addEventListener( "collision" ) local block2 = display.newImage( "block2.png" ) block2.rotation = 8 block2.isBlock2 = true physics.addBody( block2, "dynamic" , { block2, friction=0.5, bounce=0.5 } ) local function onCollision( self, event ) local other = event.other if( event.phase == "began" and self.isBlock2 and other.isGround ) then timer.performWithDelay( 30, function() composer.gotoScene ( "restart", "fade", 500 ); end) self:removeEventListener( "collision" ) end return true end block2.collision = onCollision block2:addEventListener( "collision" ) sceneGroup:insert(background) sceneGroup:insert(ground) sceneGroup:insert(wall) sceneGroup:insert(block) sceneGroup:insert(block2) sceneGroup:insert(myObject) end local sceneGroup = self.view function scene:show( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then background.x = 10; background.y = 308 ground.x = 145; ground.y = 480 myObject.x = 145; myObject.y = 400 wall.x, wall.y = -6, 387 wall.x, wall.y = -6, 300 wall.x, wall.y = -6, 202 wall.x, wall.y = -6, 104 wall.x, wall.y = -6, 7 wall.x, wall.y = 50, -49 wall.x, wall.y = 135, -49 wall.x = 232 wall.y = -49 wall.x = 335 wall.y = -49 wall.x = 325 wall.y = 3 wall.x = 325 wall.y = 98 wall.x = 325 wall.y = 195 wall.x = 325 wall.y = 292 wall.x = 325 wall.y = 387 block.x = 200 block2.x = 100 elseif ( phase == "did" ) then physics.start() physics.setGravity(0, 40) end end function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if ( phase == "will" ) then physics.pause() elseif ( phase == "did" ) then end end function scene:destroy( event ) local sceneGroup = self.view end scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) return scene
thank you.