I have just properly indented my code so people wont have a hard time answering me .But back to my problem .
I have this error that bugging me and I cant figure it out so I came here . I previously tried a correction that just produced another error ( ill talk about that later in this post ) . This is the error:
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:116: attempt to
index global ‘sceneGroup’ (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 code:
local composer = require( "composer" ) local scene = composer.newScene() local physics = require( "physics" ) physics.start() physics.setGravity(0, 40) local disposeGroup local onBack function scene:create( event ) local sceneGroup = self.view end function scene:willEnter( event ) local sceneGroup = self.view disposeGroup = display.newGroup() sceneGroup:insert( disposeGroup ) background = display.newImage( "background.png" ) background.x = 10; background.y = 308 ground = display.newImage( "ground.png" ) ground.x = 145; ground.y = 480 ground.myName = "ground" ground.isGround = true physics.addBody( ground, "static" , { friction=0.5, bounce=0.1 } ) myObject = display.newRect( 0, 0, 100, 30 ) myObject.x = 145; myObject.y = 400 myObject:setFillColor( 0 ) myObject.isMyObject = true physics.addBody( myObject, "kinematic" , { myObject, friction=0.5, bounce=2 } ) function myObject:touch( event ) if event.phase == "moved" then self.x = event.x self.y = event.y end return true end myObject:addEventListener( "touch", myObject ) wall = display.newImageRect( "wall.png", 600, 300 ) wall.x = -150 wall.y = 250 wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) wall2 = display.newImageRect( "wall2.png", 500, 300 ) wall2.x = 210 wall2.y = -194 wall.rotation = 90 physics.addBody( wall2, "static" , { wall2, friction=0.5, bounce=0.5 } ) wall3 = display.newImageRect( "wall3.png", 600, 300 ) wall3.x = 470 wall3.y = 250 wall3.rotation = 90 physics.addBody( wall3, "static" , { wall3, friction=0.5, bounce=0.5 } ) block = display.newImage( "block.png" ) block.x = 200 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", 0 ); end) self:removeEventListener( "collision" ) end return true end block.collision = onCollision block:addEventListener( "collision" ) block2 = display.newImage( "block2.png" ) block2.x = 100 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", 0 ); end) self:removeEventListener( "collision" ) end return true end block2.collision = onCollision block2:addEventListener( "collision" ) end sceneGroup:insert(background) sceneGroup:insert(ground) sceneGroup:insert(wall) sceneGroup:insert(wall2) sceneGroup:insert(wall3) sceneGroup:insert(block) sceneGroup:insert(block2) sceneGroup:insert(myObject) function scene:didEnter( event ) local sceneGroup = self.view end function scene:willExit( event ) local sceneGroup = self.view end function scene:didExit( event ) local sceneGroup = self.view display.remove( disposeGroup ) disposeGroup = nil end function scene:show( event ) sceneGroup = self.view local willDid = event.phase if( willDid == "will" ) then self:willEnter( event ) elseif( willDid == "did" ) then self:didEnter( event ) end end function scene:hide( event ) sceneGroup = self.view local willDid = event.phase if( willDid == "will" ) then self:willExit( event ) elseif( willDid == "did" ) then self:didExit( event ) end end scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) --------------------------------------------------------------------------------- return scene
Now, the correction that I made was that I took away:
sceneGroup:insert(background) sceneGroup:insert(ground) sceneGroup:insert(wall) sceneGroup:insert(wall2) sceneGroup:insert(wall3) sceneGroup:insert(block) sceneGroup:insert(block2) sceneGroup:insert(myObject)
But that just made it so that my collision listeners that were supposed to take me to restart.lua didn’t work so I put that block of code back in place and came here .
What is the error in my code and how do I fix it .
P.s ignore the title I put that on mistake .
Thank you for your time kind gent.