Lua Corona SDK:错误:";是否尝试索引字段“?”&引用;“零”值;,但只有当我在某个场景中
所以我正在制作一个有很多价值的游戏。我使用了Rob Miracle的一个模块,它可以轻松地保存和加载表,从而使用两个表来完成此操作。一个名为“gamestuff”,另一个名为“LevelTrys” 在一个场景中,我声明了这些表的值(仅当它们以前未保存时) 这可以很好地工作,除了当我尝试进入一个重启级别场景和第一个级别之后的赢家场景 但这让我困惑,因为在第一级我尝试Lua Corona SDK:错误:";是否尝试索引字段“?”&引用;“零”值;,但只有当我在某个场景中,lua,coronasdk,null,lua-table,corona-storyboard,Lua,Coronasdk,Null,Lua Table,Corona Storyboard,所以我正在制作一个有很多价值的游戏。我使用了Rob Miracle的一个模块,它可以轻松地保存和加载表,从而使用两个表来完成此操作。一个名为“gamestuff”,另一个名为“LevelTrys” 在一个场景中,我声明了这些表的值(仅当它们以前未保存时) 这可以很好地工作,除了当我尝试进入一个重启级别场景和第一个级别之后的赢家场景 但这让我困惑,因为在第一级我尝试 print("Fails: "..leveltries[gamestuff.lastlevel].fails) 它
print("Fails: "..leveltries[gamestuff.lastlevel].fails)
它是有效的
但当我在restarter场景中尝试时,它不会:
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local loadsave = require("loadsave")
local gamestuff = {}
local leveltries = {}
local options =
{
effect = "fade",
time = 400
}
local function loader()
gamestuff = loadsave.loadTable("gamestuff.json")
leveltries = loadsave.loadTable("leveltries.json")
print("loaded")
end
local function save()
loadsave.saveTable(gamestuff, "gamestuff.json")
loadsave.saveTable(leveltries, "leveltries.json")
end
function scene:createScene(event)
gamestuff = {}
leveltries = {}
end
function scene:enterScene(event)
loader()
print("Fails"..leveltries[gamestuff.lastlevel].fails) --says the error is here
local a = leveltries[gamestuff.lastlevel].fails + 1
leveltries[gamestuff.lastlevel].fails = a
timer.performWithDelay( 50, function()
save()
storyboard.gotoScene("level"..tostring(gamestuff.lastlevel), options)
end, 1 )
end
function scene:exitScene(event)
local group = self.view
storyboard.removeScene("restarter")
end
function scene:destroyScene(event)
gamestuff = nil
leveltries = nil
options = nil
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
return scene
有人能告诉我为什么上面的代码不起作用吗
可能是因为我没有正确删除level1中的“GameStup”和“LevelTrys”吗
我试着把一些指纹放进去。在level 1场景中:
一切正常:
print(gamestuff.lastlevel)
print(leveltries[gamestuff.lastlevel].fails)
print(leveltries[gamestuff.lastlevel])
但是,在重启器场景中,仅:
print(gamestuff.lastlevel) --which prints 1 and is right
工作
打印(leveltrys[gamestuff.lastlevel]),在重启器场景中打印为零
我不知道这怎么可能。我在两个场景中同时以相同的方式加载相同的表,并以相同的方式使用它们
可能是因为我不正确地移除了表吗
在场景一中,这些是我的exitScene和removeScene:
function scene:exitScene(event)
Runtime:removeEventListener("touch", shoot)
menub:removeEventListener("touch", gotomenu)
restartb:removeEventListener("touch", restart)
goal:removeEventListener("collision", win)
ball:removeEventListener("collision", hit)
ball:removeEventListener("collision", grow)
Runtime:removeEventListener("enterFrame", twinkle)
Runtime:removeEventListener("enterFrame", redraw)
end
function scene:didExitScene(event)
--storyboard.removeScene("level1")
end
function scene:destroyScene(event)
bg:removeSelf()
ball:removeSelf()
goal:removeSelf()
topwall:removeSelf()
bottomwall:removeSelf()
rightwall:removeSelf()
leftwall:removeSelf()
menub:removeSelf()
bounces = nil
bouncestext:removeSelf()
taps = nil
restartb:removeSelf()
tuttext:removeSelf()
gamestuff = nil
bg = nil
ball = nil
goal = nil
topwall = nil
bottomwall = nil
rightwall = nil
leftwall = nil
menub = nil
bouncestext = nil
restartb = nil
tuttext = nil
options = nil
trailprops = nil
for i = 1, 3 do
wallColor[i] = nil
end
end
scene:addEventListener("createScene", scene)
scene:addEventListener("enterScene", scene)
scene:addEventListener("exitScene", scene)
scene:addEventListener("didExitScene", scene)
scene:addEventListener("destroyScene", scene)
我认为问题是,你在场景开始时声明了gamestuff和LevelTrys数组。然后在创建场景中再次声明它。再次重写同一数组。我认为这没有任何意义。删除在“创建场景”中声明的数组,然后重试
function scene:exitScene(event)
Runtime:removeEventListener("touch", shoot)
menub:removeEventListener("touch", gotomenu)
restartb:removeEventListener("touch", restart)
goal:removeEventListener("collision", win)
ball:removeEventListener("collision", hit)
ball:removeEventListener("collision", grow)
Runtime:removeEventListener("enterFrame", twinkle)
Runtime:removeEventListener("enterFrame", redraw)
end
function scene:didExitScene(event)
--storyboard.removeScene("level1")
end
function scene:destroyScene(event)
bg:removeSelf()
ball:removeSelf()
goal:removeSelf()
topwall:removeSelf()
bottomwall:removeSelf()
rightwall:removeSelf()
leftwall:removeSelf()
menub:removeSelf()
bounces = nil
bouncestext:removeSelf()
taps = nil
restartb:removeSelf()
tuttext:removeSelf()
gamestuff = nil
bg = nil
ball = nil
goal = nil
topwall = nil
bottomwall = nil
rightwall = nil
leftwall = nil
menub = nil
bouncestext = nil
restartb = nil
tuttext = nil
options = nil
trailprops = nil
for i = 1, 3 do
wallColor[i] = nil
end
end
scene:addEventListener("createScene", scene)
scene:addEventListener("enterScene", scene)
scene:addEventListener("exitScene", scene)
scene:addEventListener("didExitScene", scene)
scene:addEventListener("destroyScene", scene)