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 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

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)