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corona sdk runtime error
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bad argument #1 to 'gsub'(string expected, got table) here is d code : ----------------------------------------------------------------------------------------------------------------------------------------------------------------- main.lua display.setStatusBar(display.HiddenStatusBar); local composer = require "composer" local mainGroup = display.newGroup(); _W = display.contentWidth; _H = display.contentHeight; centerX = display.contentCenterX centerY = display.contentCenterY local path = system.pathForFile( "myGameSettings.json", system.DocumentsDirectory ) local createNewMGS, errStr = io.open( path, "r" ) if createNewMGS then else createNewMGS = io.open( path, "w" ) if createNewMGS then print( "Created new myGameSettings" ) local loadsave = require("loadsave") myGameSettings = {} myGameSettings.highScoreWorld1 = 0 myGameSettings.highScoreWorld2 = 0 myGameSettings.highScoreWorld3 = 0 myGameSettings.highScoreWorld4 = 0 myGameSettings.highScoreWorld5 = 0 myGameSettings.jet = "jet1.png" myGameSettings.language = "English" myGameSettings.musicVolume = "0.25" myGameSettings.world = "world1" myGameSettings.plane2 = "plane2L.png" myGameSettings.plane3 = "plane3L.png" myGameSettings.plane4 = "plane4L.png" myGameSettings.plane5 = "plane5L.png" myGameSettings.terrain2 = "terrain2L.png" myGameSettings.terrain3 = "terrain3L.png" myGameSettings.terrain4 = "terrain4L.png" myGameSettings.terrain5 = "terrain5L.png" myGameSettings.jetHeaviness = "26" myGameSettings.jetScale = "1" myGameSettings.missileImage = "Missile1.png" myGameSettings.fuelTime = "150" myGameSettings.shieldTime = "150" myGameSettings.twoBulletQuantity = "10" myGameSettings.speed2 = "speed2.png" myGameSettings.speed3 = "speed3.png" myGameSettings.speed4 = "speed4.png" myGameSettings.object5 = 5 myGameSettings.sceneSpeed = 10 myGameSettings.coin = 1000 myGameSettings.soundOn = true myGameSettings.musicOn = true myGameSettings.colorR = 66 myGameSettings.colorG = 139 myGameSettings.colorB = 181 myGameSettings.colorCR = 255 myGameSettings.colorCG = 255 myGameSettings.colorCB = 255 myGameSettings.rateAppInAppStore = false; myGameSettings.facebookLike = false; myGameSettings.twitterLike = false; myGameSettings.googleLike = false; myGameSettings.settings1 = 0 myGameSettings.settings2 = 0 myGameSettings.settings3 = 0 myGameSettings.settings4 = 0 myGameSettings.settings5 = 0 loadsave.saveTable(myGameSettings, "myGameSettings.json") else print( "Create file failed!" ) end end io.close( createNewMGS ) local loadsave = require("loadsave") myGameSettings = {} myGameSettings.highScoreWorld1 = 0 myGameSettings.highScoreWorld2 = 0 myGameSettings.highScoreWorld3 = 0 myGameSettings.highScoreWorld4 = 0 myGameSettings.highScoreWorld5 = 0 myGameSettings.jet = "jet1.png" myGameSettings.language = "English" myGameSettings.musicVolume = "0.25" myGameSettings.world = "world1" myGameSettings.plane2 = "plane2L.png" myGameSettings.plane3 = "plane3L.png" myGameSettings.plane4 = "plane4L.png" myGameSettings.plane5 = "plane5L.png" myGameSettings.terrain2 = "terrain2L.png" myGameSettings.terrain3 = "terrain3L.png" myGameSettings.terrain4 = "terrain4L.png" myGameSettings.terrain5 = "terrain5L.png" myGameSettings.jetHeaviness = "26" myGameSettings.jetScale = "1" myGameSettings.rocketImage = "rocket_one.png" myGameSettings.fuelTime = "150" myGameSettings.shieldTime = "150" myGameSettings.twoBulletQuantity = "10" myGameSettings.speed2 = "speed2.png" myGameSettings.speed3 = "speed3.png" myGameSettings.speed4 = "speed4.png" myGameSettings.objectSpeed = 5 myGameSettings.sceneSpeed = 10 myGameSettings.coin = 1000 myGameSettings.soundOn = true myGameSettings.musicOn = true myGameSettings.colorR = 66 myGameSettings.colorG = 139 myGameSettings.colorB = 181 myGameSettings.colorCR = 255 myGameSettings.colorCG = 255 myGameSettings.colorCB = 255 myGameSettings.rateAppInAppStore = false; myGameSettings.facebookLike = false; myGameSettings.twitterLike = false; myGameSettings.googleLike = false; myGameSettings.settings1 = 0 myGameSettings.settings2 = 0 myGameSettings.settings3 = 0 myGameSettings.settings4 = 0 myGameSettings.settings5 = 0 myGameSettings = loadsave.loadTable("myGameSettings.json") ----------------------------------------------------------------------------------- local function main() composer.gotoScene( "menu1" ) return true; end main(); ---------------------------------------------------------------------------------------------------------------------------------------------------------------- menu.lua file : module(..., package.seeall); local sceneName = menu local composer = require( "composer" ) local scene = composer.newScene( sceneName ) function new() local GUI = display.newGroup(); local widget = require("widget"); local planeNO = 0 local plane2Status = myGameSettings.plane2 local buyGoldAlert = 0; local background = display.newImageRect("home.png",_W,_H) background.anchorX = 0.5 background.anchorY = 0.5 background.x = display.contentCenterX background.y = display.contentCenterY local goldImage = display.newImage("gold.png",10,15) local goldText = display.newText("", 0, 0, "Antonio-Bold", 30) goldText.text = myGameSettings.coin; goldText.x = 60; goldText.y = 38; local moreBtn = display.newImage("moreBtn.png") moreBtn.y = 390; moreBtn.x = 150; local buyGold = display.newImage("getCoins.png") buyGold.x = _W /2; buyGold.y = 390; local planeCustom = display.newImage("planeCustom.png") planeCustom.x = 200; planeCustom.y = 220; planeCustom:scale(0.8,0.8) local plane1 = display.newImage("plane1.png") plane1.x = 600; plane1.y = 220; plane1:scale(0.8,0.8) GUI:insert(background); GUI:insert(goldImage); GUI:insert(moreBtn); GUI:insert(buyGold); GUI:insert(nextBtn); GUI:insert(plane1); GUI:insert(planeCustom); end function scene:create( event ) local sceneGroup = self.view new(); end function scene:show( event ) local sceneGroup = self.view local phase = event.phase if phase == "will" then -- Called when the scene is off screen and is about to move on screen elseif phase == "did" then -- Called when the scene is now on screen -- INSERT code here to make the scene come alive -- e.g. start timers, begin animation, play audio, etc end end function scene:hide( event ) local sceneGroup = self.view local phase = event.phase if event.phase == "will" then -- Called when the scene is on screen and is about to move off screen -- -- INSERT code here to pause the scene -- e.g. stop timers, stop animation, unload sounds, etc.) elseif phase == "did" then -- Called when the scene is now off screen end end function scene:destroy( event ) local sceneGroup = self.view -- Called prior to the removal of scene's "view" (sceneGroup) -- -- INSERT code here to cleanup the scene -- e.g. remove display objects, remove touch listeners, save state, etc end scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) --scene:addEventListener( "hide", scene ) --scene:addEventListener( "destroy", scene ) return menu;
First: Use LUA Tags Second: [IMG]http://puu.sh/cw7Wg/ebb41ddb50.png[/IMG] iirc corona is some sort of mobile framwork, right?
I only remember "Corona" being used in some iPhone jailbreaks, you are probably on the wrong forum.
Not full code, gsub is not found in this code, post full code and post it correctly.
Sorry, you need to
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