I keep on getting this error in the director class everytime I test it on my iPhone. everytime I get the error the scene won't change after it has counted back 10 seconds.
This the code example
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",0,0,nil,25) score_txt.x = 160; score_txt.y = 440 score_txt:setTextColor(0,0,0) score_txt.text = "Score: ".. score localGroup:insert(score_txt) local spawnBall = function( event ) local t = event.target local phase = event.phase if touch == true then if "began" == phase then t:removeSelf() -- destroy object score = score + math.random( 1000 ) score_txt.text = "Score: ".. score end -- Stop further propagation of touch event return true end end local balls = {} local group = display.newGroup() local spawnBalloon = function() ball = display.newRect(group, 50, 50, 100, 100) ball.x = 60 + math.random( 160 ) ball.y = 550 physics.addBody( ball, { density=0.0, friction=0.1, bounce=0.1 } ) ball:addEventListener( "touch", spawnBall ) balls[#balls + 1] = ball if spawn == true then end end bTimer = timer.performWithDelay(500, spawnBalloon, -1) local function delete() for i=group.numChildren,1,-1 do local child = group[i] if group[i].y < -100 then display.remove(group[i]) -- dont know about this part, try it end end end Runtime:addEventListener("enterFrame", delete) local group = display.newGroup() local spawnBalloon = function() if spawn == true then ball2 = display.newRect(group, 50, 50, 100, 100) ball2.x = 60 + math.random( 160 ) ball2.y = 550 physics.addBody( ball2, { density=0.0, friction=0.1, bounce=0.1 } ) ball2:addEventListener( "touch", spawnBall ) balls[#balls + 1] = ball2 end end bTimer2 = timer.performWithDelay(800, spawnBalloon, -1) local function delete() for i=group.numChildren,1,-1 do local child = group[i] if group[i].y < -100 then display.remove(group[i]) -- dont know about this part, try it end end end Runtime:addEventListener("enterFrame", delete) local group = display.newGroup() local spawnBalloon = function() if spawn == true then ball = display.newRect(group, 50, 50, 100, 100) ball.x = 60 + math.random( 160 ) ball.y = 550 physics.addBody( ball, { density=0.0, friction=0.1, bounce=0.1 } ) ball:addEventListener( "touch", spawnBall ) balls[#balls + 1] = ball end end bTimer3 = timer.performWithDelay(700, spawnBalloon, -1) local function delete() for i=group.numChildren,1,-1 do local child = group[i] if group[i].y < -100 then display.remove(group[i]) -- dont know about this part, try it end end end Runtime:addEventListener("enterFrame", delete) local group = display.newGroup() local spawnBalloon = function() if spawn == true then ball = display.newRect(group, 50, 50, 100, 100) ball.x = 60 + math.random( 160 ) ball.y = 550 physics.addBody( ball, { density=0.0, friction=0.1, bounce=0.1 } ) ball:addEventListener( "touch", spawnBall ) balls[#balls + 1] = ball end end bTimer4 = timer.performWithDelay(600, spawnBalloon, -1) local function delete() for i=group.numChildren,1,-1 do local child = group[i] if group[i].y < -100 then display.remove(group[i]) -- dont know about this part, try it end end end Runtime:addEventListener("enterFrame", delete) local group = display.newGroup() local spawnBalloon = function() if spawn == true then ball = display.newRect(group, 50, 50, 100, 100) ball.x = 60 + math.random( 160 ) ball.y = 550 physics.addBody( ball, { density=0.0, friction=0.1, bounce=0.1 } ) ball:addEventListener( "touch", spawnBall ) balls[#balls + 1] = ball end end bTimer5 = timer.performWithDelay(1100, spawnBalloon, -1) local function delete() for i=group.numChildren,1,-1 do local child = group[i] if group[i].y < -100 then display.remove(group[i]) -- dont know about this part, try it end end end Runtime:addEventListener("enterFrame", delete) local group = display.newGroup() local spawnBalloon = function() if spawn == true then ball = display.newRect(group, 50, 50, 100, 100) ball.x = 60 + math.random( 160 ) ball.y = 550 physics.addBody( ball, { density=0.0, friction=0.1, bounce=0.1 } ) ball:addEventListener( "touch", spawnBall ) balls[#balls + 1] = ball end end bTimer6 = timer.performWithDelay(1300, spawnBalloon, -1) local function delete() for i=group.numChildren,1,-1 do local child = group[i] if group[i].y < -100 then display.remove(group[i]) -- dont know about this part, try it end end end Runtime:addEventListener("enterFrame", delete) local group = display.newGroup() local spawnBalloon = function() if spawn == true then ball = display.newRect(group, 50, 50, 100, 100) ball.x = 60 + math.random( 160 ) ball.y = 550 physics.addBody( ball, { density=0.0, friction=0.1, bounce=0.1 } ) ball:addEventListener( "touch", spawnBall ) balls[#balls + 1] = ball end end bTimer7 = timer.performWithDelay(900, spawnBalloon, -1) local function delete() for i=group.numChildren,1,-1 do local child = group[i] if group[i].y < -100 then display.remove(group[i]) -- dont know about this part, try it end end end Runtime:addEventListener("enterFrame", delete) local bt = display.newImage ("pause.png") bt.x = 290 bt.y = 30 localGroup:insert(bt) local bt2 = display.newImage ("pauseOver.png") bt2.x = bt.x bt2.y = bt.y bt2.isVisible = false localGroup:insert(bt2) local Pause = display.newText("Pause", 5, 0, "ArialRoundedMTBold", 30) Pause.x = 160 Pause.y = 110 Pause:setTextColor(0,0,0) Pause.isVisible = false localGroup:insert(Pause) local Resume = display.newText("Resume", 5, 0, "ArialRoundedMTBold", 25) Resume.x = 160 Resume.y = 190 Resume:setTextColor(0,0,0) Resume.isVisible = false localGroup:insert(Resume) local Quit = display.newText("Quit", 5, 0, "ArialRoundedMTBold", 25) Quit.x = 160 Quit.y = 270 Quit:setTextColor(0,0,0) Quit.isVisible = false localGroup:insert(Quit) --Function for pause button local function done () physics.start() spawn = true touch = true bt.isVisible = true bt2.isVisible = false Quit.isVisible = false Resume.isVisible = false Pause.isVisible = false result = timer.resume( timerID ) end Resume:addEventListener("tap", done) local function onClick(e) if e.action == "clicked" then if e.index == 1 then director:changeScene ("balloon popper", "fade") elseif e.index == 2 then director:changeScene ("play", "fade") elseif e.index == 3 then physics.start() result = timer.resume( timerID ) timer.resume(bTimer) timer.resume(bTimer2) timer.resume(bTimer3) timer.resume(bTimer4) timer.resume(bTimer5) timer.resume(bTimer6) timer.resume(bTimer7) end end end -- Display Alert function bt:tap(e) local alert = native.showAlert("Paused Game", "Balloon Popper", {"Restart", "Main Menu", "Resume"}, onClick) result = timer.pause( timerID ) physics.pause() timer.pause(bTimer) timer.pause(bTimer2) timer.pause(bTimer3) timer.pause(bTimer4) timer.pause(bTimer5) timer.pause(bTimer6) timer.pause(bTimer7) end bt:addEventListener("tap", bt) local count = 60 local hasRun = 0 local time = display.newText( "60", 5, 0, "ArialRoundedMTBold", 40) time:setTextColor( 0, 0, 0 ) localGroup:insert(time) local timeDelay = 700 function time:timer( event ) count = count -1 hasRun = hasRun +1 self.text = count if hasRun >= 10 then director:changeScene ("popover") timer.cancel(bTimer) timer.cancel(bTimer2) timer.cancel(bTimer3) timer.cancel(bTimer4) timer.cancel(bTimer5) timer.cancel(bTimer6) timer.cancel(bTimer7) timer.cancel( event.source) end end -- Register to call t's timer method 50 times timerID = timer.performWithDelay( timeDelay, time, -1 ) local highText = display.newText("", 0,0,nil,30) highText.x = display.contentWidth/2 highText.y = display.contentHeight/2 localGroup:insert(highText) highText.text = "HighScore: ".. scores:retrieve("best") local function show_highScore() scores:storeIfHigher( "best", score ) scores:save() local highText = display.newText("", 0,0,nil,30) highText.x = display.contentWidth/2 highText.y = display.contentHeight/2 if score > high then highText.text = "HighScore: ".. scores:retrieve("best") else if score > high then print("new high score") highText.text = "HighScore: ".. scores:retrieve("best") end end end timer.performWithDelay(60000, show_highScore, 1) return localGroup end |
Also I heard people using story Board you think I by changing to story Board would solve my problem
Would you like to share your fix?
Director errors (IME) are usually nothing to do with Director, but problems in your own code which make the create and unload routines fail.
The important thing when you see a Director 'error' is to look in the terminal output and see which module and line reports an error.
What did it say in terminal?
I forgot were but all I know this problem was solved a long time ago.
hi I getting the same error
can anyone help me please
module (...,package.seeall)
function new()
local splashSGroup = display.newGroup()
local background = display.newImage("Graphics/splash.png")
local touchToBeginR = display.newImage("Buttons/touchtoBeginR.png")
touchToBeginR.x = display.contentCenterX
touchToBeginR.y = display.contentCenterY + 300
touchToBeginR.scene ="menu"
splashSGroup:insert(background)
splashSGroup:insert(touchToBeginR)
touchToBeginR.addEventListener("touch", changeScene)
return splashSGroup
end
Hi Albert,
I think your missing some code:
Like Director:changeScene.....
Here is a good tutorial on Director Class
by: Dr. Rafael Hernandez
http://www.youtube.com/watch?v=KudLE8h4kWw
Hope that helps...;)
Larry
Thanks helps ..... its working fine now after I watch the tutorial.
Thanks!
I've fixed it