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How to remove a table or array
Started by helloworld2013d Jun 28 2013 07:05 PM

31 replies to this topic
table array remove
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#1

helloworld2013d

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helloworld2013d
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I read this

http://docs.coronalabs.com/api/library/table/remove.html

 

To remove a table. I have this table

littleM = {}
        for column = 1, 18 do
            for row = 1, 8 do
            littleM[column] = display.newImage( "buttonMute.png", 11 + (column*50), 400 - (row*40) )
        end
    end

 

In the enterScene. It creates all the images fine, good!

 

but when I go to another scene, all the images are there.

 

1.-  table.remove( littleM ) -- in the exit Scene // It doesn't work

2.- I tried this as a group, created a table and then insert --  table.insert( littleM ) //It doesn't work

3.- I used the table.remove( littleM ) -- in the DestroyScene // it doesn't work

 

As you can see I'm trying to use the logic, using what I know so far, and it doesn't work, there must be a way, please let me know how.

 

Thanks

Victor



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#2

gslender

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Something like this will work...

 

for key,obj in pairs(littleM) do 
   obj:removeSelf() 
   obj = nil
end

The other way would be to create a displayGroup, and then :insert each image to that group, and then call removeSelf() on the group. Note that you'd still need to nil the reference to littleM if you did this alternate approach.



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#3

helloworld2013d

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Thank you...

but where do I put this code?

 

in the exitScene, or the destroyScene?

 

I also added the physics to the littleM and when I go to another scene, the image "floor" that has physics, removeSelf

and all the images "littleM" just goes down out of the view...

Are they still in memory, or they are removed from memory?

 

littleM = {}

        for column = 1, 18 do
            for row = 1, 8 do
            littleM[column] = display.newImage( "buttonMute.png", 11 + (column*50), 400 - (row*40) )
            physics.addBody( littleM[column], { density=0.2, friction=0.1, bounce=0.4 } )
        end
    end

 

Thanks



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#4

gslender

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I'm not 100% sure how to answer given I don't have much code to review and therefore not how to suggest where to put it... it would depend on what you are doing with the scenes. Normally you'd attach all display groups to the scene (and they would be shown/hidden) and only destroy them in the destroyScene event. It is hard to say what you are doing.

 

Oh, and calling removeSelf on the display object will destroy physics bodies and physics joints



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#5

Hendrix000007

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The way many coders do it is to mark the littleM instance for destruction by moving it to another table i.e. tableOfDestruction
and when you feel like it do this i.e. inside onExitScene()

local destroyLittleBuggers()
for key, obj in pairs(tableOfDestruction) do
obj:removeSelf()
obj = nil
end

this is a nice approach because its not always allowed to just destroy your littleM´s inside other chunks of code
in these cases you just

--------inside some chunk of code i.e a loop
table.insert(tableOfDestruction, littleM[i]) --if you like to remove the instance later by putting it into the other table
littleM[i]:removeSelf() --|| if you like to remove the instance
littleM[i] = nil --|| if you like to release the placeholder/variable littleM[i]
littleM[i].alpha = 0 -- if you just like to hide it
littleM[i]:RemoveEventListener("someEvent", littleM[i]) --if you made this kind of approach

Hope this didn get too messy

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#6

helloworld2013d

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Hi guys, gslender, and Hendrix000007.

 

I admire you a lot, I wish I knew programming like you...

When you explain things, I read them, and they look great.

But my mind is not "yet" to that level.

But if you have patience with me, I will learn, I promise you that.

 

This is the complete code for littleM

local storyboard = require( "storyboard" )
local widget = require "widget"
local scene = storyboard.newScene()

local physics = require("physics")
physics.start()
physics.setScale( 36)

local littleM
local buttonHome
local buttonBack

local function homeWorld()
        storyboard.gotoScene( "mainMenu", "flip", 200 )    
    return true
end

local function buttonBackHandler()
        storyboard.gotoScene( "physicsWorld", "fromLeft", 200 )    
    return true
end
-- --==**************************[ CREATE SCENE ]**********************************++-- --
function scene:createScene( event )
    local group = self.view
    
    local yellowRectangle = display.newRect(0, 0, 1024, 768 )
        group:insert ( yellowRectangle )
            yellowRectangle.strokeWidth = 8
            yellowRectangle:setFillColor(244, 234, 234)
            yellowRectangle:setStrokeColor(255, 255, 0)
    
    buttonHome = widget.newButton{
    defaultFile="buttonHome.png",
    onRelease = homeWorld
    }
    group:insert ( buttonHome )
    buttonHome.x = 950
    buttonHome.y = 710
    
    buttonBack = widget.newButton{
    defaultFile="buttonBack.png",
    onRelease = buttonBackHandler
    }
    group:insert ( buttonBack )
    buttonBack.x = 66
    buttonBack.y = 710        
end
--------------------------------------------------------------ENTER SCENE----------
function scene:enterScene( event )
    local group = self.view
    local floor = display.newImage( "buttonSoundRed.png" )
    group:insert ( floor )
    floor.x = 512; floor.y = 710
    physics.addBody( floor, "static", { friction=0.5 } )

    littleM = {}
        for column = 1, 4 do
            for row = 1, 4 do
            littleM[column] = display.newImage( "buttonMute.png", 350 + (column*50), -400 - (row*40) )
            physics.addBody( littleM[column], { density=0.2, friction=0.1, bounce=0.4 } )
        end
    end
    
        local bricks = {}
        local n = 0

        local function throwBrick()
            n = n + 3
            bricks[n] = display.newImage( "buttonPlay.png", -20, 140  - (n*11) )
            physics.addBody( bricks[n], { density=3.0, friction=0.5, bounce=0.05 } )

            bricks[n].isBullet = true

            bricks[n].angularVelocity = 1
            bricks[n]:applyForce( 1600, 0, bricks[n].x, bricks[n].y )
        end

        local function start()
            timer.performWithDelay( 300, throwBrick, 2 )
        end

        timer.performWithDelay( 3800, start )
end
--------------------------------------------------------------------------------------
--------------------------------------------------------------EXIT SCENE----------
function scene:exitScene()

for key,obj in pairs(littleM) do
               obj:removeSelf()
               obj = nil
        end
    
    
end
--------------------------------------------------------------------------------------

-- --==**************************[ DESTROY SCENE ]*********************************++-- --

function scene:destroyScene( event )
    local group = self.view    
    
        if buttonHome then
            buttonHome:removeSelf()
            buttonHome = nil
        end
        
        if buttonBack then
            buttonBack:removeSelf()
            buttonBack = nil
        end
end
----------------------------------------------------------------------------------
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )

return scene

 

Thanks



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#7

Hendrix000007

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Hi there

First of all, your physic bodies fall out off the screen because you didn´t specify a type of body:

your code inside the littleM chunk:

physics.addBody( littleM[column], { density=0.2, friction=0.1, bounce=0.4 } )

 

this will keep it on the screen :)

physics.addBody( littleM[column], "static", { density=0.2, friction=0.1, bounce=0.4 } )

 

and if you change it to "dynamic" it will respond to the physic world

 

Yes, the objects keeps falling, and falling.....and falling :)

To fix this you could do:

Inside your instantiating of littleM you could assign "the children" in the group a name like this:

 

local littleM = {}

        for column = 1, 18 do
            for row = 1, 8 do
            littleM[column] = display.newImage( "buttonMute.png", (11 + (column*50)), (400 - (row*40)) )

             littleM[column].name = "littleManiacs" --<<HERE<<
            physics.addBody( littleM[column], "static", { density=0.2, friction=0.1, bounce=0.4 } )
        end
    end

 

Now you can make an eventListener that keep track og the bodies that falls on the outside of your screen then it will be removed
i.e. like this:

enterFrameListener = function( event )
        if ( event.target.name == "littleManiacs" and event.target >= display.contentHeight + 50 ) then

            -- do all the clean up routine like stoping physics, remove RuntimeListener and timers and so on

            -- like your routine :)

            killAllLittleM() --now you have, by doing this, checked if the actual object goes by the name littleManiacs

                                 -- and wether the objects is inside the acceptable reach of your screen

 

        end

 

Runtime:addEventListener( "enterFrame", enterFrameListener ) --remember to remove this type of listeners

                                                                                                      --when leaving the scene

 

Let us know how far you get with this and we will help you all the way man....this IS the fun part :)

 

Please note that I haven´t tested this code, just dug it out of my head now so there may be some bugs LOL

    end



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#8

Hendrix000007

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Heres a funny one you can play with:

 

local storyboard = require( "storyboard" )
local widget = require "widget"
local scene = storyboard.newScene()

local physics = require("physics")
physics.start()

local onTouch = function(event)
if event.phase == "began" then
  event.target.bodyType = "dynamic"
  timer.performWithDelay( 1000, function() event.target:removeSelf() end)
end
return true
end

local littleM = {}

        for column = 1, 18 do
            for row = 1, 8 do
            littleM[column] = display.newImage( "buttonMute.png", (11 + (column*50)), (400 - (row*40)) )
            physics.addBody( littleM[column], "static", { density=0.2, friction=0.1, bounce=0.4 } )
   littleM[column]:addEventListener("touch", onTouch)
        end
    end



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#9

Rob Miracle

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Victor, back to your top post... is there a reason you did not do a

 

group:insert(littleM[column])

 

???



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#10

helloworld2013d

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Hi guys. I'm 52...I wish I would have started this when I was 20...(but in 1980, there were no computers, sorry)

There is so much to learn, I'm just beginning to see things. This is a lot of fun...

 

Anyway...

 

Rob, thanks you very much, that solve the problem, it works!!!!!!!

 

I did not put

physics.addBody( littleM[column], "static", { density=0.2, friction=0.1, bounce=0.4 } )

 

Because I was just using

physics.addBody( littleM, "static", { density=0.2, friction=0.1, bounce=0.4 } )

 

So that means you also have to use the number on the table right? by the way the function I copy said "for i" and "for j" but it makes more sense to use column and rows.

but it works, thanks Rob.

 

As for the funny function, Hendrix000007 -- IT'S really nice! Thanks. I can make something really good with it.

 

I need a little favor, maybe it's too much for me now, but I guess I have to try.

 

The littleM removeSelf when I touch it, great!

How can I make the program have a "SCORE" that keeps track of the littleM that have been removed?



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#11

Hendrix000007

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First you declare a variable like this that can hold the score:

 

local score = 0

 

Then you can make a function that increase and decrease the value of the score like this:

 

local scoreFunc = function(scoreValue)

  score = score + scoreValue

  return score

end

 

What you should consider is to maybe use something like this in your function that deals with the score like:

 

if score <= 0 then

 --action for dealing with death

elseif score >= 1000 then

--action when you win the game

end

 

This could be done like this:

 

local scoreFunc = function(scoreValue)

 

  if score <= 0 then
  --action for dealing with death
  elseif score >= 1000 then
  --action when you win the game
end


  score = score + scoreValue
  return score
end

 

So if we use the "funny code" I posted earlier you could just add this to the function:

 

local onTouch = function(event)
if event.phase == "began" then

  scoreFunc( 10 ) --adds 10 to the score
  event.target.bodyType = "dynamic"
  timer.performWithDelay( 1000, function() event.target:removeSelf() end)
end
return true
end

 

You could also put the if chunk inside a enterFrame RuntimeListener, then it will check if youre "in or out" every frame of the game.

 

This all depends on how you like the gameplay :)

If you like I can send you a class I made, dealing with scores

...and remeber, youre not too old for this, Im 44 and started just 3 years ago with lua and Corona , I know what I´m going to do when I retire :)



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#12

helloworld2013d

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Thank you Hendrix,

I read the score = and function and Value, but I get confuse.

 

I read somewhere I need to put a "String" or local text first with .. (two dots) or something

 

where I display the text "Your score is ..."

 

and there it will be a text that changes the score. Something like that...

 

Also, where do I put the functions in the create, enter scene or before, outside the scenes.?

 

I have one app already on the app store "Piano For Kids - Level 1" two weeks there, is doing great!

I'm working now in my second app.

 

My goal is to have at least 10 app by the end of next year!

 

Thanks for your help

 

Victor



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#13

Rob Miracle

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Actually Victor in 1980 the computer revolution was alive and well.  I'm also 52.  The pharmacist friend in my small home town of 2500 had built is own kit computer and with my limited programming built the first pharmacy database.  A couple of my friends had personal computers in their dorm rooms.  I was busy hacking my college's main-frame to play multi-player games.  Admittedly things were much simpler then.  Your iPad has more computing power than the entire college campus had in 1980. 



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#14

helloworld2013d

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I know Rob, 1980 in Mexico, in a little town call Tijuana, and very poor...

 

That's why I said no computers.

 

My first experience with computers was on 1984. We bought a little "Atari" computer to make music. It was just the keyboard, no monitor, we used one old black and white tv, we could hardly see what was in there, but we made some good songs back then.



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#15

Hendrix000007

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What youre describing is a static string concatenated with a score variable like this:

local myScoreText = “Your score is ”
local score = 0

local scoreHolder = display.newText( myScoreText .. score, -- + all the other text params you have )
Remember the two dots means concatenate in LUA, the result – if your score is i.e. 150:

 

Result:

Your score is 150



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#16

helloworld2013d

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Thank you Hendrix, with your help I'm getting closer to answer a question I made 6 months ago

"How to keep track of the score?" I still don't have the final answer but I'm getting close

 

I did a few things you told me, and I can see the "text" in the simulator -- Your score is 0

but when I touch each image, is not adding any points.

Here is the complete code

local storyboard = require( "storyboard" )
local widget = require "widget"
local scene = storyboard.newScene()

local physics = require("physics")
physics.start()
physics.setScale( 36)

local littleM
local buttonHome
local buttonBack

local myScoreText = "Your score is "
local score = 0


local function homeWorld()
        storyboard.gotoScene( "mainMenu", "flip", 200 )    
    return true
end

local function buttonBackHandler()
        storyboard.gotoScene( "physicsWorld", "fromLeft", 200 )    
    return true
end


local scoreFunc = function(scoreValue)

  if score <= 0 then
  --action for dealing with death
  elseif score >= 1000 then
  --action when you win the game
end

  score = score + scoreValue
  return score
end

local onTouch = function(event)
        if event.phase == "began" then

              scoreFunc( 10 ) --adds 10 to the score
              event.target.bodyType = "dynamic"
              timer.performWithDelay( 1000, function() event.target:removeSelf() end)
        end
        return true
end

-- --==**************************[ CREATE SCENE ]**********************************++-- --
function scene:createScene( event )
    local group = self.view
    
    local yellowRectangle = display.newRect(0, 0, 1024, 768 )
        group:insert ( yellowRectangle )
            yellowRectangle.strokeWidth = 8
            yellowRectangle:setFillColor(244, 234, 234)
            yellowRectangle:setStrokeColor(255, 255, 0)
    
    buttonHome = widget.newButton{
    defaultFile="buttonHome.png",
    onRelease = homeWorld
    }
    group:insert ( buttonHome )
    buttonHome.x = 950
    buttonHome.y = 710
    
    buttonBack = widget.newButton{
    defaultFile="buttonBack.png",
    onRelease = buttonBackHandler
    }
    group:insert ( buttonBack )
    buttonBack.x = 66
    buttonBack.y = 710
    
    local scoreHolder = display.newText(myScoreText .. score, 100, 600, native.systemFont, 24)
    group:insert ( scoreHolder )
    scoreHolder:setTextColor(255, 0, 0)
    
            
end
--------------------------------------------------------------ENTER SCENE----------
function scene:enterScene( event )
    local group = self.view
    local floor = display.newImage( "buttonSoundRed.png" )
    group:insert ( floor )
    floor.x = 512; floor.y = 710
    physics.addBody( floor, "static", { friction=0.5 } )

    littleM = {}
        for column = 1, 4 do
            for row = 1, 4 do
            littleM[column] = display.newImage( "buttonMute.png", 350 + (column*50), -400 - (row*40) )
            group:insert ( littleM[column] )
            physics.addBody( littleM[column], "dynamic", { density=0.2, friction=0.1, bounce=0.4 } )
        end
    end
    
        local bricks = {}
        local n = 0

        local function throwBrick()
            n = n + 3
            bricks[n] = display.newImage( "buttonPlay.png", -20, 140  - (n*11) )
            group:insert ( bricks[n] )
            physics.addBody( bricks[n], "dynamic", { density=3.0, friction=0.5, bounce=0.05 } )

            bricks[n].isBullet = true

            bricks[n].angularVelocity = 1
            bricks[n]:applyForce( 1600, 0, bricks[n].x, bricks[n].y )
        end

        local function start()
            timer.performWithDelay( 300, throwBrick, 2 )
        end

        timer.performWithDelay( 3800, start )
        
--******************************************GOOD********************************--

        local onTouch = function(event)
            if event.phase == "began" then
                  event.target.bodyType = "dynamic"
                  timer.performWithDelay( 600, function() event.target:removeSelf() end)
            end
            return true
        end

        local littleM = {}

        for column = 1, 18 do
            for row = 1, 8 do
                littleM[column] = display.newImage( "buttonMute.png", (11 + (column*50)), (400 - (row*40)) )
                group:insert ( littleM[column] )
                physics.addBody( littleM[column], "static", { density=0.2, friction=0.1, bounce=0.4 } )
                   littleM[column]:addEventListener("touch", onTouch)
            end
        end
----******************************************************************************----
    
end
--------------------------------------------------------------------------------------
--------------------------------------------------------------EXIT SCENE----------
function scene:exitScene()
            for key,obj in pairs(littleM) do
                   obj:removeSelf()
                   obj = nil
            end
end
--------------------------------------------------------------------------------------

-- --==**************************[ DESTROY SCENE ]*********************************++-- --

function scene:destroyScene( event )
    local group = self.view    
    
        if buttonHome then
            buttonHome:removeSelf()
            buttonHome = nil
        end
        
        if buttonBack then
            buttonBack:removeSelf()
            buttonBack = nil
        end
end
----------------------------------------------------------------------------------
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )

return scene

 

I really hope that you can help me solve this problem

6 months is a long time waiting for this moment.



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#17

Rob Miracle

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Victor, one of the reasons why you haven't gotten an answer to this it because the answer is "However you want to do it".

 

Generally you have a variable that holds the score as a number.  There are multiple ways around moving that value around from scene to scene, but if you find the No more Globals post, using the mydata table is a good way.

 

Then how you display the score is 100% up to you.  You can use display.newText() to show the score just as a number.  You could output a label like "Score" and then the number.  You could use bitmap fonts to make the digits look cool. 

 

This is the simplest feature.  Having a number and adding more to it as the score goes up.



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#18

Hendrix000007

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I will post you a file tomorrow with all tweaks so you see how its done

(it two hours past midnight here in Norway so I have to go to bed)



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#19

helloworld2013d

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helloworld2013d
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Good night Hendrix ...

Hi Rob, I guess I'm not asking the right question. That's why maybe, you said "However you want to do it"

I guess for now, out of the "multiple ways" of doing it, I will get 1, out of all of those... any one.

Sense I don't know how to do non of them, any one will do just fine.

 

I guess I'm not getting the concept yet of "holding the score as a number"

and I got confuse with this "No more Globals post, using the mydata table is a good way."

 

I guess like Hendrix said, one code but very simple with just the basic information to have a score

will help me a lot.

 

I look a the "ghost" something , a sample code, too advanced for me yet I don't get it

some other sample codes, they have too much for me, right now.

 

Remember, I'm in pre-school Rob.

 

So any simple code, but in storyboard, like I mention before, 98% of the sample codes are in just main.lua

one file, and when I try do do that in storyboard, big problems, like the making an animation stop, still

un-resolved.

 

Thanks for your help Rob, if there is anything I can do for you, let me know please



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#20

Hendrix000007

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Hendrix000007
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Heres the code/project in a zip file

copy the link and paste it in a new browser window:

www.3claws.org/test15.zip

 

Check it out and you´ll get it :)

You should read up on Robs exceptional explanation on the use of dynamic scaling for diff resolutions

He has written some real good stuff on ratios for each devices

Use newImageRect and NOT newImage - it do not support dynamic size



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#21

helloworld2013d

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helloworld2013d
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Hi Hendrix I just went there...

Sorry, we could not locate the page you are requesting to view. Please click here to return to the community index



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#22

Hendrix000007

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Hendrix000007
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Not right click on the link, ....mark the whole line, copy it and paste it into a new browser url field



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#23

helloworld2013d

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helloworld2013d
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I got it.

I don't know if I got the right program. I start the app, and I see big yellow letters "SPILL" two times and they fall down.

I see on the top left corner, a lot of blue circles, the image you put for "buttonMute"

 

That's it! -- I see nothing else... No score, no buttons to go somewhere else.

 

I touch the blue circles, and they removeSelf, just like my littleM images, but no score.

I need to analyze the code more, but would you tell me where is the score keeping track?



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#24

Hendrix000007

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Hendrix000007
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ok, copy this link and paste it in a new browser window and download

www.3claws.org/ballRoller.zip



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#25

helloworld2013d

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helloworld2013d
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Thank you Hendrix. I got it. I'm going to study the program.




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