Why text won`t transition

Hi Alan,

Thanks for your reply.
Here are some facts:

  1. There were NO errors, therefore there was NO missing brackets.

  2. I have added bracket (no help).

  3. I solved this inserting transition.to in a seperate function, and calling that local function.

Maybe this is (latest) Corona build snag.

Regarding formating, sorry, I am sometimes on a cellphone.

Gogi

Two things: 

  1.  YES you do have a missing bracket in the code you posted.  

  2. You are inserting myText into something called myGroup, which doesn’t exist.

Your corrected code:

local composer = require( "composer" ) local scene = composer.newScene() -- ----------------------------------------------------------------------------------------------------------------- -- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called -- ----------------------------------------------------------------------------------------------------------------- -- Local forward references should go here -- ------------------------------------------------------------------------------- local myText local function gameOver() transition.to(myText, {time = 1000, alpha = 0}) ---- DOES NOT WORK end -- "scene:create()" function scene:create( event ) local sceneGroup = self.view -- Initialize the scene here -- Example: add display objects to "sceneGroup", add touch listeners, etc. 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. myText = display.newText(sceneGroup, "Hello World!", 100, 200, native.systemFont, 16 ) myText:setFillColor( 1, 0, 0 ) myText.x = centerX myText.y = centerY gameOver() 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. 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 -- 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

Thanks JON.
I just wanted to point out that trans.to does not trigger… posted code was corrected…
Anyways, thanks.