Having trouble with removing object if it to far from an object Part2 ?

8 replies [Last post]
sebitttas's picture
sebitttas
User offline. Last seen 1 hour 22 min ago. Offline
Joined: 17 Jan 2011

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

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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

Replies

peach pellen's picture
peach pellen
User offline. Last seen 1 day 12 hours ago. Offline
Staff
Joined: 12 Apr 2011

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.

sebitttas's picture
sebitttas
User offline. Last seen 1 hour 22 min ago. Offline
Joined: 17 Jan 2011

@peach ok now I reduce the code by a lot can you please check it

sebitttas's picture
sebitttas
User offline. Last seen 1 hour 22 min ago. Offline
Joined: 17 Jan 2011

@peach I still need help the ball is still giving me an error when being removed

sebitttas's picture
sebitttas
User offline. Last seen 1 hour 22 min ago. Offline
Joined: 17 Jan 2011

@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 :)

peach pellen's picture
peach pellen
User offline. Last seen 1 day 12 hours ago. Offline
Staff
Joined: 12 Apr 2011

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.

spider_newgent
User offline. Last seen 4 days 18 hours ago. Offline
Joined: 8 Jun 2011

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.

sebitttas's picture
sebitttas
User offline. Last seen 1 hour 22 min ago. Offline
Joined: 17 Jan 2011

@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.

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module(..., package.seeall)
 
-- Main function - MUST return a display.newGroup()
function new()
        local localGroup = 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 :)

peach pellen's picture
peach pellen
User offline. Last seen 1 day 12 hours ago. Offline
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Joined: 12 Apr 2011

Just sent you an email.

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