I know this is the 3rd time asking this. Ok I got the removing of the oobject when its to far, I used it on physics, and I get this error
Runtime error
/Users/sebitttas/Desktop/Game_Gravitron/menu.lua:446: attempt to index upvalue 'ball' (a nil value)
stack traceback:
[C]: ?
/Users/sebitttas/Desktop/Game_Gravitron/menu.lua:446: in function
?: in function <?:215>
This time the ball has physics and the square does not and when I place the code I get the error.
This is the code below
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 | local box = display.newRect(100, 160, 30, 30) game:insert( box ) local ball = display.newImageRect("smile.png", 50 ,50 ) ball.x = 200 ball.y = 200 game:insert( ball ) physics.addBody(ball,{density = 35, bounce = 0.2, friction = 0.5, radius = 20}) local function onCollision4(event) if event.phase == "began" and event.other.name == "road1" then jump = 0 print("works") end end ball.preCollision = onLocalPreCollision ball:addEventListener("collision", onCollision4) --Function destroying the object if its to far local distLimit = 200 local function checkFrame(event) if ball ~= nil then if (math.abs(box.x - ball.x)) > distLimit then --the two objects are now too far apart --destroy display.remove(ball) ball = nil end end end Runtime:addEventListener("enterFrame",checkFrame) end |
I know is long but just follow what the error says
I need this help is very important to my project
@peach ok now I reduce the code by a lot can you please check it
@peach I still need help the ball is still giving me an error when being removed
@peach the last time I did this was without physics, now using physics and have the object 200 units or more gives me an error can you please find the problem thanks :)
It isn't apparent to me why this is happening; the upvalue error in particular.
Do you have plug and play?
If this is an urgent matter and you need a code review you can use premium support for that - else I will do what I can but obviously it helps the more you can isolate the issue - and being able to actually run it would be a big help here.
Maybe I'm missing something but what happens if you remove line 24 and the corresponding "end?"
Also, are you sure there are no physics operations being performed on the ball at the point you set it to nil? Try offsetting the deletion of the ball with a timer and see if that makes a difference.
I may be totally wide of the mark as I'm still learning myself.
Spider.
@peach ok here is the plug and play code so basically to just let the square move the screen and you will see the ball removed because the ball is to far from the square.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 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display.newGroup() local physics = require("physics") require "ui" local ui = require("ui") require( "camera" ) local loqsprite = require('loq_sprite') physics.start() --physics.setDrawMode("hybrid") local t = {} local baseline = 0 local tree = {} local sky = display.newGroup() local camera = Camera:new() local life = 5 local game = display.newGroup(); game.x = -10 --[[for i = 1, 100, 1 do local back = display.newImage( "layer_back.png" ) back.x = back.contentWidth * i - ( back.contentWidth / 2 ) camera:addObject( back ) local middle = display.newImage( "layer_middle.png" ) middle.x = back.x camera:addObject( middle ) local front = display.newImage( "layer_front.png" ) front.x = back.x camera:addObject( front ) end local width, height = camera:getContentSize() camera:setClampingBounds( 0, 0, width, height ) local onTouch = function( event ) camera:drag( event ) end Runtime:addEventListener( "touch", onTouch )]]-- --[[local baseline = 230 local sky1 = display.newImage ("hill.png") sky1:setReferencePoint(display.CenterLeftReferencePoint) sky1.x = 0 sky1.y = baseline - 10 localGroup:insert(sky1) local baseline3 = 230 local sky3 = display.newImage ("hill2.png") sky3:setReferencePoint(display.CenterLeftReferencePoint) sky3.x = 240 sky3.y = baseline3 - -10 localGroup:insert(sky3) local sky4 = display.newImage ("hill3.png") sky4:setReferencePoint(display.CenterLeftReferencePoint) sky4.x = 500 sky4.y = baseline - -60 localGroup:insert(sky4) local tPrevious = system.getTimer() local function move(event) local tDelta = event.time - tPrevious tPrevious = event.time local xOffset = ( 0.1 * tDelta ) sky1.x = sky1.x - xOffset sky3.x = sky3.x - xOffset sky4.x = sky4.x - xOffset if (sky1.x + sky1.contentWidth) < 0 then sky1:translate( 480 * 2, 0) end if (sky3.x + sky3.contentWidth) < 0 then sky3:translate( 480 * 2, 0) end if (sky4.x + sky4.contentWidth) < 0 then sky4:translate( 480 * 2, 0) end end Runtime:addEventListener( "enterFrame", move )]]-- local box = display.newRect(100, 160, 30, 30) game:insert( box ) local slow = display.newRect(240, 280, 30,30) local buttona = display.newRect( 30, 280, 30 ,30) local road1 = display.newRect( -600, 240, 1000, 10 ) physics.addBody(road1,"static",{density = 0, bounce = 0.1, friction = 0}) road1.name = "road1" game:insert( road1 ) --camera:addObject( road1 ) local road2 = display.newRect(400, 210 ,10, 40) road2.alpha = 1 road2.name = "road1" --camera:addObject( road2 ) local road3 = display.newRect(400, 210, 500, 10 ) physics.addBody(road3,"static",{density = 0, bounce = 0, friction = 0}) road3.name = "road1" game:insert( road3 ) --camera:addObject( road3 ) local road4 = display.newRect(900, 180, 10, 40) physics.addBody(road4,"static",{density = 0, bounce = 0.1, friction = 0}) road4.name = "road1" game:insert( road4 ) --camera:addObject( road4 ) local road5 = display.newRect(900, 180, 500, 10) physics.addBody(road5,"static",{density = 0, bounce = 0.1, friction = 0}) road5.name = "road1" game:insert( road5 ) --camera:addObject( road5 ) local road6 = display.newRect(1400, 150, 10, 40) physics.addBody(road6,"static",{density = 0, bounce = 0.1, friction = 0}) road6.name = "road1" game:insert( road6 ) --camera:addObject( road6 ) local road7 = display.newRect(1400, 150, 500, 10) physics.addBody(road7,"static",{density = 0, bounce = 0.1, friction = 0}) road7.name = "road1" game:insert( road7 ) --camera:addObject( road7 ) local road8 = display.newRect(1900, 90, 10, 70) physics.addBody(road8,"static",{density = 0, bounce = 0.1, friction = 0}) road8.name = "road1" game:insert( road8 ) --camera:addObject( road8 ) local road9 = display.newRect(1900, 90, 100, 10) physics.addBody(road9,"static",{density = 0, bounce = 0.1, friction = 0}) road9.name = "road1" game:insert( road9 ) --camera:addObject( road9 ) local road10 = display.newRect(2000, 90, 10, 70) physics.addBody(road10,"static",{density = 0, bounce = 0.1, friction = 0}) road10.name = "road1" game:insert( road10 ) --camera:addObject( road10 ) local road11 = display.newRect(2000, 150, 100, 10) physics.addBody(road11,"static",{density = 0, bounce = 0.1, friction = 0}) road11.name = "road1" game:insert( road11 ) --camera:addObject( road11 ) local road12 = display.newRect(2100, 150, 10, 70) physics.addBody(road12,"static",{density = 0, bounce = 0.1, friction = 0}) road12.name = "road1" game:insert( road12 ) --camera:addObject( road12 ) local road13 = display.newRect(2100, 220, 500, 10) physics.addBody(road13,"static",{density = 0, bounce = 0.1, friction = 0}) road13.name = "road1" game:insert( road13 ) --camera:addObject( road13 ) local road14 = display.newRect(2600, 220, 10, 40) physics.addBody(road14,"static",{density = 0, bounce = 0.1, friction = 0}) road14.name = "road1" game:insert( road14 ) camera:addObject( road14 ) local road15 = display.newRect(2600, 260, 500, 10) physics.addBody(road15,"static",{density = 0, bounce = 0.1, friction = 0}) road15.name = "road1" game:insert( road15 ) --camera:addObject( road15 ) local road16 = display.newRect(3100, 230, 10, 40) physics.addBody(road16,"static",{density = 0, bounce = 0.1, friction = 0}) road16.name = "road1" game:insert( road16 ) --camera:addObject( road16 ) local road17 = display.newRect(3100, 230, 500, 10) physics.addBody(road17,"static",{density = 0, bounce = 0.1, friction = 0}) road17.name = "road1" game:insert( road17 ) --camera:addObject( road17 ) local road18 = display.newRect(3600,200, 10, 40) physics.addBody(road18,"static",{density = 0, bounce = 0.1, friction = 0}) road18.name = "road1" game:insert( road18 ) --camera:addObject( road18 ) local road19 = display.newRect(3600,200, 400, 10) physics.addBody(road19,"static",{density = 0, bounce = 0.1, friction = 0}) road19.name = "road1" game:insert( road19 ) --camera:addObject( road19 ) local road20 = display.newRect(4000,200, 10, 70) physics.addBody(road20,"static",{density = 0, bounce = 0.1, friction = 0}) road20.name = "road1" game:insert( road20 ) --camera:addObject( road20 ) local road21 = display.newRect(4000,260, 100, 10) physics.addBody(road21,"static",{density = 0, bounce = 0.1, friction = 0}) road21.name = "road1" game:insert( road21 ) --camera:addObject( road21 ) local road22 = display.newRect(4100,200, 10, 70) physics.addBody(road22,"static",{density = 0, bounce = 0.1, friction = 0}) road22.name = "road1" game:insert( road22 ) --camera:addObject( road22 ) local road23 = display.newRect(4100,200, 500, 10) physics.addBody(road23,"static",{density = 0, bounce = 0.1, friction = 0}) road23.name = "road1" game:insert( road23 ) --camera:addObject( road23 ) local road24 = display.newRect(4600,170, 10, 40) physics.addBody(road24,"static",{density = 0, bounce = 0.1, friction = 0}) road24.name = "road1" game:insert( road24 ) --camera:addObject( road24 ) local road255 = display.newRect(4600,170, 300, 10) physics.addBody(road255,"static",{density = 0, bounce = 0.1, friction = 0}) road255.name = "road1" game:insert( road255 ) --camera:addObject( road25 ) local road25 = display.newRect(4900,170, 10, 40) physics.addBody(road25,"static",{density = 0, bounce = 0.1, friction = 0}) road25.name = "road1" game:insert( road25 ) --camera:addObject( road25 ) local road26 = display.newRect(4900,200, 300, 10) physics.addBody(road26,"static",{density = 0, bounce = 0.1, friction = 0}) road26.name = "road1" game:insert( road26 ) --camera:addObject( road26 ) local road27 = display.newRect(5200,200, 10, 70) physics.addBody(road27,"static",{density = 0, bounce = 0.1, friction = 0}) road27.name = "road1" game:insert( road27 ) --camera:addObject( road27 ) local road28 = display.newRect(5200,260, 100, 10) physics.addBody(road28,"static",{density = 0, bounce = 0.1, friction = 0}) road28.name = "road1" game:insert( road28 ) --camera:addObject( road28 ) local road29 = display.newRect(5300,200, 10, 70) physics.addBody(road29,"static",{density = 0, bounce = 0.1, friction = 0}) road29.name = "road1" game:insert( road29 ) --camera:addObject( road29 ) local road30 = display.newRect(5300,200, 200, 10) physics.addBody(road30,"static",{density = 0, bounce = 0.1, friction = 0}) road30.name = "road1" game:insert( road30 ) --camera:addObject( road30 ) local road31 = display.newRect(5500,200, 10, 70) physics.addBody(road31,"static",{density = 0, bounce = 0.1, friction = 0}) road31.name = "road1" game:insert( road31 ) --camera:addObject( road31 ) local road32 = display.newRect(5500,260, 400, 10) physics.addBody(road32,"static",{density = 0, bounce = 0.1, friction = 0}) road32.name = "road1" game:insert( road32 ) --camera:addObject( road32 ) local road33 = display.newRect(5900,200, 10, 70) physics.addBody(road33,"static",{density = 0, bounce = 0.1, friction = 0}) road33.name = "road1" game:insert( road33 ) --camera:addObject( road33 ) local road34 = display.newRect(5900,200, 400, 10) physics.addBody(road34,"static",{density = 0, bounce = 0.1, friction = 0}) road34.name = "road1" game:insert( road34 ) --camera:addObject( road34 ) local road35 = display.newRect(6300,200, 10, 40) physics.addBody(road35,"static",{density = 0, bounce = 0.1, friction = 0}) road35.name = "road1" game:insert( road35 ) --camera:addObject( road35 ) local road36 = display.newRect(6300,230, 500, 10) physics.addBody(road36,"static",{density = 0, bounce = 0.1, friction = 0}) road36.name = "road1" game:insert( road36 ) --camera:addObject( road36 ) local road37 = display.newRect(6800,200, 10, 40) physics.addBody(road37,"static",{density = 0, bounce = 0.1, friction = 0}) road37.name = "road1" game:insert( road37 ) --camera:addObject( road37 ) local road38 = display.newRect(6800,200, 500, 10) physics.addBody(road38,"static",{density = 0, bounce = 0.1, friction = 0}) road38.name = "road1" game:insert( road38 ) --camera:addObject( road38 ) local road39 = display.newRect(7300,170, 10, 40) physics.addBody(road39,"static",{density = 0, bounce = 0.1, friction = 0}) road39.name = "road1" game:insert( road39 ) --camera:addObject( road39 ) local road40 = display.newRect(7300,170, 600, 10) physics.addBody(road40,"static",{density = 0, bounce = 0.1, friction = 0}) road40.name = "road1" game:insert( road40 ) --camera:addObject( road40 ) physics.addBody(road2,"static",{density = 0, bounce = 0.1, friction = 0}) game:insert( road2 ) --camera:addObject( road2 ) ball = display.newCircle(200, 200 ,20 ,20 ) game:insert( ball ) physics.addBody(ball,{density = 30, bounce = 0.2, friction = 0, radius = 19}) local word = display.newText("Right", 30 ,30, "Arial", 30) word.x = 240 word.y = 270 local lifes = display.newText("Life: ",0,0,nil,22) lifes.x = 40 lifes.y = 270 lifes.text = "Life: ".. life local function lost (event) if life == 0 then display.remove(ball) end end Runtime:addEventListener("enterFrame", lost) local move = function( event ) ball:applyForce( 100, 2000, ball.x, ball.y ) ball.angularVelocity = 700 end Runtime:addEventListener( "enterFrame", move ) local slows = function( event ) ball:applyForce( 2000, -22000, ball.x, ball.y ) ball.angularVelocity = 0 end slow:addEventListener( "touch", slows ) local move = function( event ) box.x = box.x + 3 camera:update( event ) end Runtime:addEventListener( "enterFrame", move ) local function moveCamera() if (box.x > 90 and box.x < 200000) then game.x = -box.x + 400 end end Runtime:addEventListener( "enterFrame", moveCamera ) local jump = 0 local function onScreenTouch( event ) if event.phase == "began" then jump = jump + 1 if jump < 2 then ball:applyForce( 10, -22000, ball.x, ball.y ) elseif jump == 2 then ball:applyForce( 10, -22000, ball.x, ball.y ) print(jump) end end end buttona:addEventListener( "touch", onScreenTouch ) local function onCollision4(event) if event.phase == "began" and event.other.name == "road1" then jump = 0 print("works") end end ball.preCollision = onLocalPreCollision ball:addEventListener("collision", onCollision4) local distLimit = 200 local function checkFrame(event) if ball ~= nil then if (math.abs(box.x - ball.x)) > distLimit then --the two objects are now too far apart --destroy display.remove(ball) ball = nil end end end Runtime:addEventListener("enterFrame",checkFrame) --[[ camera:addObject( road1 ) camera:addObject( road2 ) camera:addObject( road3 ) camera:addObject( road4 ) camera:addObject( road5 ) camera:addObject( road6 ) camera:addObject( road7 ) camera:addObject( road8 ) camera:addObject( road9 ) camera:addObject( road10 ) camera:addObject( road11 ) camera:addObject( road12 ) camera:addObject( road13 ) camera:addObject( road14 ) camera:addObject( road15 ) camera:addObject( road16 ) camera:addObject( road17 ) camera:addObject( road18 ) camera:addObject( road19 ) camera:addObject( road20 ) camera:addObject( road21 ) camera:addObject( road22 ) camera:addObject( road23 ) camera:addObject( road24 ) camera:addObject( road25 ) camera:addObject( road26 ) camera:addObject( road27 ) camera:addObject( road28 ) camera:addObject( road29 ) camera:addObject( road30 ) camera:addObject( road31 ) camera:addObject( road32 ) camera:addObject( road33 ) camera:addObject( road34 ) camera:addObject( road35 ) camera:addObject( road36 ) camera:addObject( road37 ) camera:addObject( road38 ) camera:addObject( road39 ) camera:addObject( road40 ) camera:addObject( road255 ) ]]-- return localGroup end |
Also this code is using director just to say. So just plug it in the menu.lua or any lua besides main and see why I get this error thanks :)
Just sent you an email.
This is too much code for me to read; my first suggestion would be checking if the ball exists when the function is called, if it does then try removing "local" from the ball and see if it makes a difference - little things like that to troubleshoot.