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christi@icebreakerentertainment.com

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  • in reply to: Problem with Text Input Replacement #84029

    Fabulous! Solved and working with this external code at the bottom. Thank you Yamamoto!!!

    -- (BOTTOM) External code will render here 
           team1input = kwkVarCheck("team1input")
    
    if (team1input == nil) then
    	layer.tm1box.text = "ENTER TEAM 1 NAME"
    else 
    	layer.tm1box.text = team1input	
    end
    
    team2input = kwkVarCheck("team2input")
    
    if (team2input == nil) then
    	layer.tm2box.text = "ENTER TEAM 2 NAME"
    else 
    	layer.tm2box.text = team2input	
    end
    
    in reply to: Problem with Text Input Replacement #84009

    Hi Yamamoto,
    The code to save the variable is working!! Yeah 🙂 It just doesn’t work in the corona simulator. It only works if I do a build in the iOS simulator or on the device. Thank you for that!

    My second question in regards to the replacement is how to have the text input replacement layer actually replace text or a png of text.

    What I want is for the page to initially load with the words “ENTER TEAM 1 NAME”
    When the user taps on “ENTER TEAM 1 NAME” the keyboard pops up and “ENTER TEAM 1 NAME” is replaced with what they type in the keyboard.

    I have tried a variety of different ways to make this happen and none of them seem to work. When using the text input replacement function it automatically populates the layer you are replacing with a white box and brings that layer to the front.

    See below for my current code. In this iteration, I was trying to bring the layer that says “ENTER TEAM 1 NAME” to the front if the variable for text input replacement was still nil but this doesn’t work. Please let me know if you have any other suggestions. Thank you!! Christi

    -- Code created by Kwik - Copyright: kwiksher.com 
    -- Version: 3.5.2 
    -- Project: CharadesV2, published on Sat Jul 11 2015 14:23:53 GMT-0400 
    local composer = require( "composer" ) 
    local scene = composer.newScene() 
    
    -- External libraries 
    
    -- Initial settings and checkings 
    local numPages = 2 -- number of pages in the project 
    local sceneGroup = nil -- main group for all page elements
    local W = display.contentWidth; -- full width of the page
    local H = display.contentHeight; -- full height of the page
    
         
    local curPage = 2 -- number of the current page 
    
    -- Button names 
    local but_gohome
    
    -- Variables names 
    local team1input = "TEAM 1 NAME" --  
    math.randomseed(os.time()) 
    
    -- All layers on a table 
    local layer = {} 
    
    -- All audio files on a table 
    local allAudios = {} 
    allAudios.kAutoPlay = composer.kAutoPlay 
    
    -- Calculates anchor points 
    local function repositionAnchor( object, newAnchorX, newAnchorY ) 
         local origX = object.x; local origY = object.y 
         if newAnchorX ~= 0.5 or newAnchorY ~= 0.5 then 
             local width = object.width; local height = object.height 
             local xCoord = width * (newAnchorX - .5)  
             local yCoord = height * (newAnchorY - .5) 
             object.x = origX + xCoord; object.y = origY + yCoord 
             object.oriX = object.x; object.oriY = object.y   
         end 
    end 
    
    -- Called when the scene's view does not exist:  
    function scene:create( event )  
        -- view is not yet visible  
        local sceneGroup = self.view  
        
        -- BEFORE variables 
        team1input = "TEAM 1 NAME" --  
           -- Check if variable has a pre-saved content 
           if kwkVarCheck("team1input") ~= nil then  
            team1input = kwkVarCheck("team1input") 
           end  
    
        -- Capture and set group position 
        local function groupPos(obj) 
           local minX, minY 
           for i = 1, obj.numChildren do 
              local currentRecord = obj[ i ] 
              if i == 1 then 
                 minX = currentRecord.x - currentRecord.contentWidth * 0.5 
                 minY = currentRecord.y - currentRecord.contentHeight * 0.5 
              end 
              local mX = currentRecord.x - currentRecord.contentWidth * 0.5 
              if mX < minX then 
                 minX = mX 
              end 
              local mY = currentRecord.y - currentRecord.contentHeight * 0.5 
              if mY < minY then 
                 minY = mY 
              end 
           end 
           obj.x = minX + obj.contentWidth * 0.5 
           obj.y = minY + obj.contentHeight * 0.5 
        end 
    
        -- Multilingual items 
    
        -- (TOP) External code will render here 
    
        -- kwkplay_bg positioning 
           layer.kwkplay_bg = display.newImageRect( composer.imgDir.. "kwkplay_bg.png", 1536, 2048 ); 
           layer.kwkplay_bg.x = 768; layer.kwkplay_bg.y = 1024; layer.kwkplay_bg.alpha = 1; layer.kwkplay_bg.oldAlpha = 1 
           layer.kwkplay_bg.oriX = layer.kwkplay_bg.x; layer.kwkplay_bg.oriY = layer.kwkplay_bg.y 
           layer.kwkplay_bg.oriXs = layer.kwkplay_bg.xScale; layer.kwkplay_bg.oriYs = layer.kwkplay_bg.yScale 
           layer.kwkplay_bg.name = "kwkplay_bg" 
           sceneGroup:insert( 1, layer.kwkplay_bg); sceneGroup.kwkplay_bg = layer.kwkplay_bg 
    
        -- kwkabout positioning 
           layer.kwkabout = display.newImageRect( composer.imgDir.. "kwkabout.png", 250, 250 ); 
           layer.kwkabout.x = 1198; layer.kwkabout.y = 1839; layer.kwkabout.alpha = 1; layer.kwkabout.oldAlpha = 1 
           layer.kwkabout.oriX = layer.kwkabout.x; layer.kwkabout.oriY = layer.kwkabout.y 
           layer.kwkabout.oriXs = layer.kwkabout.xScale; layer.kwkabout.oriYs = layer.kwkabout.yScale 
           layer.kwkabout.name = "kwkabout" 
           sceneGroup:insert( layer.kwkabout); sceneGroup.kwkabout = layer.kwkabout 
    
        -- kwksettings positioning 
           layer.kwksettings = display.newImageRect( composer.imgDir.. "kwksettings.png", 250, 250 ); 
           layer.kwksettings.x = 915; layer.kwksettings.y = 1839; layer.kwksettings.alpha = 1; layer.kwksettings.oldAlpha = 1 
           layer.kwksettings.oriX = layer.kwksettings.x; layer.kwksettings.oriY = layer.kwksettings.y 
           layer.kwksettings.oriXs = layer.kwksettings.xScale; layer.kwksettings.oriYs = layer.kwksettings.yScale 
           layer.kwksettings.name = "kwksettings" 
           sceneGroup:insert( layer.kwksettings); sceneGroup.kwksettings = layer.kwksettings 
    
        -- kwkplay positioning 
           layer.kwkplay = display.newImageRect( composer.imgDir.. "kwkplay.png", 250, 250 ); 
           layer.kwkplay.x = 632; layer.kwkplay.y = 1839; layer.kwkplay.alpha = 1; layer.kwkplay.oldAlpha = 1 
           layer.kwkplay.oriX = layer.kwkplay.x; layer.kwkplay.oriY = layer.kwkplay.y 
           layer.kwkplay.oriXs = layer.kwkplay.xScale; layer.kwkplay.oriYs = layer.kwkplay.yScale 
           layer.kwkplay.name = "kwkplay" 
           sceneGroup:insert( layer.kwkplay); sceneGroup.kwkplay = layer.kwkplay 
    
        -- kwkhome positioning 
           layer.kwkhome = display.newImageRect( composer.imgDir.. "kwkhome.png", 250, 250 ); 
           layer.kwkhome.x = 349; layer.kwkhome.y = 1839; layer.kwkhome.alpha = 1; layer.kwkhome.oldAlpha = 1 
           layer.kwkhome.oriX = layer.kwkhome.x; layer.kwkhome.oriY = layer.kwkhome.y 
           layer.kwkhome.oriXs = layer.kwkhome.xScale; layer.kwkhome.oriYs = layer.kwkhome.yScale 
           layer.kwkhome.name = "kwkhome" 
           sceneGroup:insert(layer.kwkhome); sceneGroup.kwkhome = layer.kwkhome 
    
        -- play_gobtn positioning 
           layer.play_gobtn = display.newImageRect( composer.imgDir.. "p2_play_gobtn.png", 902, 222 ); 
           layer.play_gobtn.x = 768; layer.play_gobtn.y = 1307; layer.play_gobtn.alpha = 1; layer.play_gobtn.oldAlpha = 1 
           layer.play_gobtn.oriX = layer.play_gobtn.x; layer.play_gobtn.oriY = layer.play_gobtn.y 
           layer.play_gobtn.oriXs = layer.play_gobtn.xScale; layer.play_gobtn.oriYs = layer.play_gobtn.yScale 
           layer.play_gobtn.name = "play_gobtn" 
           sceneGroup:insert( layer.play_gobtn); sceneGroup.play_gobtn = layer.play_gobtn 
    
        -- play_cardbk positioning 
           layer.play_cardbk = display.newImageRect( composer.imgDir.. "p2_play_cardbk.png", 962, 692 ); 
           layer.play_cardbk.x = 769; layer.play_cardbk.y = 475; layer.play_cardbk.alpha = 1; layer.play_cardbk.oldAlpha = 1 
           layer.play_cardbk.oriX = layer.play_cardbk.x; layer.play_cardbk.oriY = layer.play_cardbk.y 
           layer.play_cardbk.oriXs = layer.play_cardbk.xScale; layer.play_cardbk.oriYs = layer.play_cardbk.yScale 
           layer.play_cardbk.name = "play_cardbk" 
           sceneGroup:insert( layer.play_cardbk); sceneGroup.play_cardbk = layer.play_cardbk 
    
        -- play_t2bg positioning 
           layer.play_t2bg = display.newImageRect( composer.imgDir.. "p2_play_t2bg.png", 1044, 156 ); 
           layer.play_t2bg.x = 780; layer.play_t2bg.y = 1079; layer.play_t2bg.alpha = 1; layer.play_t2bg.oldAlpha = 1 
           layer.play_t2bg.oriX = layer.play_t2bg.x; layer.play_t2bg.oriY = layer.play_t2bg.y 
           layer.play_t2bg.oriXs = layer.play_t2bg.xScale; layer.play_t2bg.oriYs = layer.play_t2bg.yScale 
           layer.play_t2bg.name = "play_t2bg" 
           sceneGroup:insert( layer.play_t2bg); sceneGroup.play_t2bg = layer.play_t2bg 
    
        -- play_t2minus positioning 
           layer.play_t2minus = display.newImageRect( composer.imgDir.. "p2_play_t2minus.png", 110, 110 ); 
           layer.play_t2minus.x = 1191; layer.play_t2minus.y = 1074; layer.play_t2minus.alpha = 1; layer.play_t2minus.oldAlpha = 1 
           layer.play_t2minus.oriX = layer.play_t2minus.x; layer.play_t2minus.oriY = layer.play_t2minus.y 
           layer.play_t2minus.oriXs = layer.play_t2minus.xScale; layer.play_t2minus.oriYs = layer.play_t2minus.yScale 
           layer.play_t2minus.name = "play_t2minus" 
           sceneGroup:insert( layer.play_t2minus); sceneGroup.play_t2minus = layer.play_t2minus 
    
        -- play_t2plus positioning 
           layer.play_t2plus = display.newImageRect( composer.imgDir.. "p2_play_t2plus.png", 110, 110 ); 
           layer.play_t2plus.x = 1054; layer.play_t2plus.y = 1074; layer.play_t2plus.alpha = 1; layer.play_t2plus.oldAlpha = 1 
           layer.play_t2plus.oriX = layer.play_t2plus.x; layer.play_t2plus.oriY = layer.play_t2plus.y 
           layer.play_t2plus.oriXs = layer.play_t2plus.xScale; layer.play_t2plus.oriYs = layer.play_t2plus.yScale 
           layer.play_t2plus.name = "play_t2plus" 
           sceneGroup:insert( layer.play_t2plus); sceneGroup.play_t2plus = layer.play_t2plus 
    
        -- play_tm1bg positioning 
           layer.play_tm1bg = display.newImageRect( composer.imgDir.. "p2_play_tm1bg.png", 1044, 156 ); 
           layer.play_tm1bg.x = 781; layer.play_tm1bg.y = 916; layer.play_tm1bg.alpha = 1; layer.play_tm1bg.oldAlpha = 1 
           layer.play_tm1bg.oriX = layer.play_tm1bg.x; layer.play_tm1bg.oriY = layer.play_tm1bg.y 
           layer.play_tm1bg.oriXs = layer.play_tm1bg.xScale; layer.play_tm1bg.oriYs = layer.play_tm1bg.yScale 
           layer.play_tm1bg.name = "play_tm1bg" 
           sceneGroup:insert( layer.play_tm1bg); sceneGroup.play_tm1bg = layer.play_tm1bg 
    
        -- play_t1minus positioning 
           layer.play_t1minus = display.newImageRect( composer.imgDir.. "p2_play_t1minus.png", 110, 110 ); 
           layer.play_t1minus.x = 1191; layer.play_t1minus.y = 910; layer.play_t1minus.alpha = 1; layer.play_t1minus.oldAlpha = 1 
           layer.play_t1minus.oriX = layer.play_t1minus.x; layer.play_t1minus.oriY = layer.play_t1minus.y 
           layer.play_t1minus.oriXs = layer.play_t1minus.xScale; layer.play_t1minus.oriYs = layer.play_t1minus.yScale 
           layer.play_t1minus.name = "play_t1minus" 
           sceneGroup:insert( layer.play_t1minus); sceneGroup.play_t1minus = layer.play_t1minus 
    
        -- play_t1plus positioning 
           layer.play_t1plus = display.newImageRect( composer.imgDir.. "p2_play_t1plus.png", 110, 110 ); 
           layer.play_t1plus.x = 1054; layer.play_t1plus.y = 910; layer.play_t1plus.alpha = 1; layer.play_t1plus.oldAlpha = 1 
           layer.play_t1plus.oriX = layer.play_t1plus.x; layer.play_t1plus.oriY = layer.play_t1plus.y 
           layer.play_t1plus.oriXs = layer.play_t1plus.xScale; layer.play_t1plus.oriYs = layer.play_t1plus.yScale 
           layer.play_t1plus.name = "play_t1plus" 
           sceneGroup:insert( layer.play_t1plus); sceneGroup.play_t1plus = layer.play_t1plus 
    
        -- play_howto positioning 
           layer.play_howto = display.newImageRect( composer.imgDir.. "p2_play_howto.png", 320, 158 ); 
           layer.play_howto.x = 392; layer.play_howto.y = 1555; layer.play_howto.alpha = 1; layer.play_howto.oldAlpha = 1 
           layer.play_howto.oriX = layer.play_howto.x; layer.play_howto.oriY = layer.play_howto.y 
           layer.play_howto.oriXs = layer.play_howto.xScale; layer.play_howto.oriYs = layer.play_howto.yScale 
           layer.play_howto.name = "play_howto" 
           sceneGroup:insert( layer.play_howto); sceneGroup.play_howto = layer.play_howto 
    
        -- play_newgame positioning 
           layer.play_newgame = display.newImageRect( composer.imgDir.. "p2_play_newgame.png", 326, 166 ); 
           layer.play_newgame.x = 770; layer.play_newgame.y = 1555; layer.play_newgame.alpha = 1; layer.play_newgame.oldAlpha = 1 
           layer.play_newgame.oriX = layer.play_newgame.x; layer.play_newgame.oriY = layer.play_newgame.y 
           layer.play_newgame.oriXs = layer.play_newgame.xScale; layer.play_newgame.oriYs = layer.play_newgame.yScale 
           layer.play_newgame.name = "play_newgame" 
           sceneGroup:insert( layer.play_newgame); sceneGroup.play_newgame = layer.play_newgame 
    
        -- play_rules positioning 
           layer.play_rules = display.newImageRect( composer.imgDir.. "p2_play_rules.png", 326, 166 ); 
           layer.play_rules.x = 1150; layer.play_rules.y = 1556; layer.play_rules.alpha = 1; layer.play_rules.oldAlpha = 1 
           layer.play_rules.oriX = layer.play_rules.x; layer.play_rules.oriY = layer.play_rules.y 
           layer.play_rules.oriXs = layer.play_rules.xScale; layer.play_rules.oriYs = layer.play_rules.yScale 
           layer.play_rules.name = "play_rules" 
           sceneGroup:insert( layer.play_rules); sceneGroup.play_rules = layer.play_rules 
    
        -- tm1scoretxt positioning 
           layer.tm1scoretxt = display.newImageRect( composer.imgDir.. "p2_tm1scoretxt.png", 29, 43 ); 
           layer.tm1scoretxt.x = 916; layer.tm1scoretxt.y = 911; layer.tm1scoretxt.alpha = 1; layer.tm1scoretxt.oldAlpha = 1 
           layer.tm1scoretxt.oriX = layer.tm1scoretxt.x; layer.tm1scoretxt.oriY = layer.tm1scoretxt.y 
           layer.tm1scoretxt.oriXs = layer.tm1scoretxt.xScale; layer.tm1scoretxt.oriYs = layer.tm1scoretxt.yScale 
           layer.tm1scoretxt.name = "tm1scoretxt" 
           sceneGroup:insert( layer.tm1scoretxt); sceneGroup.tm1scoretxt = layer.tm1scoretxt 
    
        -- tm2scoretxt positioning 
           layer.tm2scoretxt = display.newImageRect( composer.imgDir.. "p2_tm2scoretxt.png", 29, 43 ); 
           layer.tm2scoretxt.x = 916; layer.tm2scoretxt.y = 1075; layer.tm2scoretxt.alpha = 1; layer.tm2scoretxt.oldAlpha = 1 
           layer.tm2scoretxt.oriX = layer.tm2scoretxt.x; layer.tm2scoretxt.oriY = layer.tm2scoretxt.y 
           layer.tm2scoretxt.oriXs = layer.tm2scoretxt.xScale; layer.tm2scoretxt.oriYs = layer.tm2scoretxt.yScale 
           layer.tm2scoretxt.name = "tm2scoretxt" 
           sceneGroup:insert( layer.tm2scoretxt); sceneGroup.tm2scoretxt = layer.tm2scoretxt 
    
        -- entertm1txt positioning 
           layer.entertm1txt = display.newImageRect( composer.imgDir.. "p2_entertm1txt.png", 546, 40 ); 
           layer.entertm1txt.x = 583; layer.entertm1txt.y = 913; layer.entertm1txt.alpha = 1; layer.entertm1txt.oldAlpha = 1 
           layer.entertm1txt.oriX = layer.entertm1txt.x; layer.entertm1txt.oriY = layer.entertm1txt.y 
           layer.entertm1txt.oriXs = layer.entertm1txt.xScale; layer.entertm1txt.oriYs = layer.entertm1txt.yScale 
           layer.entertm1txt.name = "entertm1txt" 
           sceneGroup:insert( layer.entertm1txt); sceneGroup.entertm1txt = layer.entertm1txt 
    
        -- entertm2txt positioning 
           layer.entertm2txt = display.newImageRect( composer.imgDir.. "p2_entertm2txt.png", 553, 39 ); 
           layer.entertm2txt.x = 586; layer.entertm2txt.y = 1073; layer.entertm2txt.alpha = 1; layer.entertm2txt.oldAlpha = 1 
           layer.entertm2txt.oriX = layer.entertm2txt.x; layer.entertm2txt.oriY = layer.entertm2txt.y 
           layer.entertm2txt.oriXs = layer.entertm2txt.xScale; layer.entertm2txt.oriYs = layer.entertm2txt.yScale 
           layer.entertm2txt.name = "entertm2txt" 
           sceneGroup:insert( layer.entertm2txt); sceneGroup.entertm2txt = layer.entertm2txt 
    
        -- tm1box positioning 
           layer.tm1box = native.newTextField( 583, 853, 629, 116 ) 
           layer.tm1box.input = "default" 
           layer.tm1box.anchorX = 0.5; layer.tm1box.anchorY = 0; 
           repositionAnchor(layer.tm1box,0.5,0); 
           layer.tm1box.oriX = layer.tm1box.x; layer.tm1box.oriY = layer.tm1box.y 
           layer.tm1box.oriXs = layer.tm1box.xScale; layer.tm1box.oriYs = layer.tm1box.yScale 
           sceneGroup:insert( layer.tm1box); sceneGroup.tm1box = layer.tm1box 
     
           -- Group(s) creation 
    
           -- AFTER variables 
    
           -- (MIDDLE) External code will render here 
           -- ATTEMPTING TO BRING THE LAYER THAT SAYS "ENTER TEAM 1 NAME" TO THE FRONT IF THE USER HAS YET TO ENTER IN A NAME VIA THE KEYBOARD.
           if team1input == "TEAM 1 NAME" then 
    	layer.entertm1txt:toFront()
    else
    	layer.entertm1txt.alpha = 0
    end 
    
           -- Repositions according anchor points 
    
    end -- ends scene:create
    
    -- Called when the scene's view is about to 'will/load' or 'did/appear': 
    function scene:show( event ) 
       local sceneGroup = self.view 
    
       if event.phase == "did" then 
          -- purges previous and next scenes 
          local __prevScene = composer.getSceneName( "previous" ) 
          if nil~= __prevScene then composer.removeScene(__prevScene, true) end   
    
          -- Check for previous bookmarks 
           if (tonumber(composer.kBookmark) == 1) then 
              local path = system.pathForFile( "book.txt", system.DocumentsDirectory ) 
              local file = io.open( path, "w+" ) 
              file:write ( curPage.."\n1" ) 
              io.close( file ) 
           end 
    
          -- Check for for auto play settings 
           if (tonumber(composer.kAutoPlay) > 0) then 
             local function act_autoPlay(event) 
               if(curPage < numPages) then 
                  if nil~= composer.getScene( "page_"..curPage+1) then composer.removeScene( "page_"..curPage+1, true) end 
                  if(composer.kBidi == false) then  
                    composer.gotoScene( "page_"..curPage+1, { effect = "fromRight"} ) 
                  else  
                    composer.gotoScene( "page_"..curPage-1, { effect = "fromLeft"} ) 
                  end  
               end 
             end 
             if (tonumber(allAudios.kAutoPlay) > composer.kAutoPlay) then 
                 composer.timerStash.timer_AP = timer.performWithDelay( allAudios.kAutoPlay*1000, act_autoPlay, 1 ) 
             else  
                 composer.timerStash.timer_AP = timer.performWithDelay( composer.kAutoPlay*1000, act_autoPlay, 1 ) 
             end 
           end 
    
            local function fieldHandler_tm1box(event) 
                   if ("began" == event.phase) then  
                   elseif ("ended" == event.phase) then  
                   elseif ("submitted" == event.phase) then  
                      team1input = layer.tm1box.text 
                      native.setKeyboardFocus(nil) 
                   end  
           end 
           layer.tm1box:addEventListener( "userInput", fieldHandler_tm1box ) 
    
           -- Button event listeners 
    
           local function onkwkhomeEvent(event) 
              but_gohome(layer.kwkhome) 
              return true 
           end 
           layer.kwkhome:addEventListener("tap", onkwkhomeEvent ) 
    
           -- Button functions 
           function but_gohome(self) 
                local myClosure_switch89 = function() 
                    local options = { effect = "slideRight" } 
                    if nil~= composer.getScene("page_1") then composer.removeScene("page_1", true) end  
                    if  self.type == "press" then 
                        self:setEnabled(false) 
                    else 
                        self:removeEventListener( "tap", onkwkhomeEvent ) 
                    end 
                    composer.gotoScene( "page_1", options ) 
                end 
                composer.timerStash.newTimer_189 = timer.performWithDelay(0, myClosure_switch89, 1) 
           end 
    
           -- do not swipe this page 
    
           -- (BOTTOM) External code will render here 
           team1input = kwkVarCheck("team1input")
    layer.tm1box.text = team1input
    --layer.tm1box.hasBackground = false
    --layer.tm1box.size = 70
    --layer.tm1box:setTextColor( 1, 1, 1)
    layer.tm1box.y = layer.tm1box.y + (layer.tm1box.height * .5) 
       end --ends phase did 
    
    end -- ends scene:show
    
    function scene:hide( event ) 
          -- purges previous and next scenes 
       -- all disposal happens here 
       if event.phase == "will" then 
         composer.reloadCanvas = 0 
         if lineTable then 
            for i=1, #lineTable do 
               lineTable[i]:removeSelf(); lineTable[i] = nil 
            end 
         end 
    
              composer.cancelAllTimers(); 
           saveKwikVars({"team1input",team1input}) 
           layer.tm1box:removeSelf(); layer.tm1box = nil 
       elseif event.phase == "did" then 
              composer.test = nil 
       end 
    end  
    
    function scene:destroy( event ) 
       -- Remove all unecessary composer items 
    end 
    
    scene:addEventListener( "create", scene ) 
    scene:addEventListener( "show", scene ) 
    scene:addEventListener( "hide", scene ) 
    scene:addEventListener( "destroy", scene ) 
    return scene 
    
    in reply to: Problem with Text Input Replacement #83965

    I just tried it with that change and it is still not saving. Perhaps the saveKwikVars({“team1input”,team1input}) should be placed within this function?

    local function fieldHandler_tm1box(event) 
                   if ("began" == event.phase) then  
                   elseif ("ended" == event.phase) then  
                   elseif ("submitted" == event.phase) then  
                      team1input = layer.tm1box.text 
                      native.setKeyboardFocus(nil) 
                   end  
           end 
           layer.tm1box:addEventListener( "userInput", fieldHandler_tm1box ) 

    I reached out to Corona as well for help and this was Rob’s response:

    Okay. I’m glad you’re in contact with Kwik. I don’t see where you’re doing anything with the data:
    local function fieldHandler_tm1box(event)
    if (“began” == event.phase) then
    elseif (“ended” == event.phase) then
    elseif (“submitted” == event.phase) then
    team1input = layer.tm1box.text

    native.setKeyboardFocus(nil)
    end
    end
    You capture team1input from the text box, but you don’t save it. Normally you would put code in that function to save it.

    Rob

    I see the – saveKwikVars({“team1input”,team1input}) – in my code but it does not show up until the scene:hide section.

    Here is the code revised with the variable saved after buttons and actions:

    -- Code created by Kwik - Copyright: kwiksher.com 
    -- Version: 3.5.2 
    -- Project: CharadesV2, published on Mon Jun 29 2015 22:01:04 GMT-0400 
    local composer = require( "composer" ) 
    local scene = composer.newScene() 
    
    -- External libraries 
    
    -- Initial settings and checkings 
    local numPages = 2 -- number of pages in the project 
    local sceneGroup = nil -- main group for all page elements
    local W = display.contentWidth; -- full width of the page
    local H = display.contentHeight; -- full height of the page
    
         
    local curPage = 2 -- number of the current page 
    
    -- Button names 
    local but_gohome
    
    -- Variables names 
    local team1input = "" --  
    math.randomseed(os.time()) 
    
    -- All layers on a table 
    local layer = {} 
    
    -- All audio files on a table 
    local allAudios = {} 
    allAudios.kAutoPlay = composer.kAutoPlay 
    
    -- Calculates anchor points 
    local function repositionAnchor( object, newAnchorX, newAnchorY ) 
         local origX = object.x; local origY = object.y 
         if newAnchorX ~= 0.5 or newAnchorY ~= 0.5 then 
             local width = object.width; local height = object.height 
             local xCoord = width * (newAnchorX - .5)  
             local yCoord = height * (newAnchorY - .5) 
             object.x = origX + xCoord; object.y = origY + yCoord 
             object.oriX = object.x; object.oriY = object.y   
         end 
    end 
    
    -- Called when the scene's view does not exist:  
    function scene:create( event )  
        -- view is not yet visible  
        local sceneGroup = self.view  
        
        -- BEFORE variables 
        team1input = "" --  
           -- Check if variable has a pre-saved content 
           if kwkVarCheck("team1input") ~= nil then  
            team1input = kwkVarCheck("team1input") 
           end  
    
        -- Capture and set group position 
        local function groupPos(obj) 
           local minX, minY 
           for i = 1, obj.numChildren do 
              local currentRecord = obj[ i ] 
              if i == 1 then 
                 minX = currentRecord.x - currentRecord.contentWidth * 0.5 
                 minY = currentRecord.y - currentRecord.contentHeight * 0.5 
              end 
              local mX = currentRecord.x - currentRecord.contentWidth * 0.5 
              if mX < minX then 
                 minX = mX 
              end 
              local mY = currentRecord.y - currentRecord.contentHeight * 0.5 
              if mY < minY then 
                 minY = mY 
              end 
           end 
           obj.x = minX + obj.contentWidth * 0.5 
           obj.y = minY + obj.contentHeight * 0.5 
        end 
    
        -- Multilingual items 
    
        -- (TOP) External code will render here 
    
        -- kwkplay_bg positioning 
           layer.kwkplay_bg = display.newImageRect( composer.imgDir.. "kwkplay_bg.png", 1536, 2048 ); 
           layer.kwkplay_bg.x = 768; layer.kwkplay_bg.y = 1024; layer.kwkplay_bg.alpha = 1; layer.kwkplay_bg.oldAlpha = 1 
           layer.kwkplay_bg.oriX = layer.kwkplay_bg.x; layer.kwkplay_bg.oriY = layer.kwkplay_bg.y 
           layer.kwkplay_bg.oriXs = layer.kwkplay_bg.xScale; layer.kwkplay_bg.oriYs = layer.kwkplay_bg.yScale 
           layer.kwkplay_bg.name = "kwkplay_bg" 
           sceneGroup:insert( 1, layer.kwkplay_bg); sceneGroup.kwkplay_bg = layer.kwkplay_bg 
    
        -- kwkabout positioning 
           layer.kwkabout = display.newImageRect( composer.imgDir.. "kwkabout.png", 250, 250 ); 
           layer.kwkabout.x = 1198; layer.kwkabout.y = 1839; layer.kwkabout.alpha = 1; layer.kwkabout.oldAlpha = 1 
           layer.kwkabout.oriX = layer.kwkabout.x; layer.kwkabout.oriY = layer.kwkabout.y 
           layer.kwkabout.oriXs = layer.kwkabout.xScale; layer.kwkabout.oriYs = layer.kwkabout.yScale 
           layer.kwkabout.name = "kwkabout" 
           sceneGroup:insert( layer.kwkabout); sceneGroup.kwkabout = layer.kwkabout 
    
        -- kwksettings positioning 
           layer.kwksettings = display.newImageRect( composer.imgDir.. "kwksettings.png", 250, 250 ); 
           layer.kwksettings.x = 915; layer.kwksettings.y = 1839; layer.kwksettings.alpha = 1; layer.kwksettings.oldAlpha = 1 
           layer.kwksettings.oriX = layer.kwksettings.x; layer.kwksettings.oriY = layer.kwksettings.y 
           layer.kwksettings.oriXs = layer.kwksettings.xScale; layer.kwksettings.oriYs = layer.kwksettings.yScale 
           layer.kwksettings.name = "kwksettings" 
           sceneGroup:insert( layer.kwksettings); sceneGroup.kwksettings = layer.kwksettings 
    
        -- kwkplay positioning 
           layer.kwkplay = display.newImageRect( composer.imgDir.. "kwkplay.png", 250, 250 ); 
           layer.kwkplay.x = 632; layer.kwkplay.y = 1839; layer.kwkplay.alpha = 1; layer.kwkplay.oldAlpha = 1 
           layer.kwkplay.oriX = layer.kwkplay.x; layer.kwkplay.oriY = layer.kwkplay.y 
           layer.kwkplay.oriXs = layer.kwkplay.xScale; layer.kwkplay.oriYs = layer.kwkplay.yScale 
           layer.kwkplay.name = "kwkplay" 
           sceneGroup:insert( layer.kwkplay); sceneGroup.kwkplay = layer.kwkplay 
    
        -- kwkhome positioning 
           layer.kwkhome = display.newImageRect( composer.imgDir.. "kwkhome.png", 250, 250 ); 
           layer.kwkhome.x = 349; layer.kwkhome.y = 1839; layer.kwkhome.alpha = 1; layer.kwkhome.oldAlpha = 1 
           layer.kwkhome.oriX = layer.kwkhome.x; layer.kwkhome.oriY = layer.kwkhome.y 
           layer.kwkhome.oriXs = layer.kwkhome.xScale; layer.kwkhome.oriYs = layer.kwkhome.yScale 
           layer.kwkhome.name = "kwkhome" 
           sceneGroup:insert(layer.kwkhome); sceneGroup.kwkhome = layer.kwkhome 
    
        -- play_gobtn positioning 
           layer.play_gobtn = display.newImageRect( composer.imgDir.. "p2_play_gobtn.png", 902, 222 ); 
           layer.play_gobtn.x = 768; layer.play_gobtn.y = 1307; layer.play_gobtn.alpha = 1; layer.play_gobtn.oldAlpha = 1 
           layer.play_gobtn.oriX = layer.play_gobtn.x; layer.play_gobtn.oriY = layer.play_gobtn.y 
           layer.play_gobtn.oriXs = layer.play_gobtn.xScale; layer.play_gobtn.oriYs = layer.play_gobtn.yScale 
           layer.play_gobtn.name = "play_gobtn" 
           sceneGroup:insert( layer.play_gobtn); sceneGroup.play_gobtn = layer.play_gobtn 
    
        -- play_cardbk positioning 
           layer.play_cardbk = display.newImageRect( composer.imgDir.. "p2_play_cardbk.png", 962, 692 ); 
           layer.play_cardbk.x = 769; layer.play_cardbk.y = 475; layer.play_cardbk.alpha = 1; layer.play_cardbk.oldAlpha = 1 
           layer.play_cardbk.oriX = layer.play_cardbk.x; layer.play_cardbk.oriY = layer.play_cardbk.y 
           layer.play_cardbk.oriXs = layer.play_cardbk.xScale; layer.play_cardbk.oriYs = layer.play_cardbk.yScale 
           layer.play_cardbk.name = "play_cardbk" 
           sceneGroup:insert( layer.play_cardbk); sceneGroup.play_cardbk = layer.play_cardbk 
    
        -- play_t2bg positioning 
           layer.play_t2bg = display.newImageRect( composer.imgDir.. "p2_play_t2bg.png", 1044, 156 ); 
           layer.play_t2bg.x = 780; layer.play_t2bg.y = 1079; layer.play_t2bg.alpha = 1; layer.play_t2bg.oldAlpha = 1 
           layer.play_t2bg.oriX = layer.play_t2bg.x; layer.play_t2bg.oriY = layer.play_t2bg.y 
           layer.play_t2bg.oriXs = layer.play_t2bg.xScale; layer.play_t2bg.oriYs = layer.play_t2bg.yScale 
           layer.play_t2bg.name = "play_t2bg" 
           sceneGroup:insert( layer.play_t2bg); sceneGroup.play_t2bg = layer.play_t2bg 
    
        -- play_t2minus positioning 
           layer.play_t2minus = display.newImageRect( composer.imgDir.. "p2_play_t2minus.png", 110, 110 ); 
           layer.play_t2minus.x = 1191; layer.play_t2minus.y = 1074; layer.play_t2minus.alpha = 1; layer.play_t2minus.oldAlpha = 1 
           layer.play_t2minus.oriX = layer.play_t2minus.x; layer.play_t2minus.oriY = layer.play_t2minus.y 
           layer.play_t2minus.oriXs = layer.play_t2minus.xScale; layer.play_t2minus.oriYs = layer.play_t2minus.yScale 
           layer.play_t2minus.name = "play_t2minus" 
           sceneGroup:insert( layer.play_t2minus); sceneGroup.play_t2minus = layer.play_t2minus 
    
        -- play_t2plus positioning 
           layer.play_t2plus = display.newImageRect( composer.imgDir.. "p2_play_t2plus.png", 110, 110 ); 
           layer.play_t2plus.x = 1054; layer.play_t2plus.y = 1074; layer.play_t2plus.alpha = 1; layer.play_t2plus.oldAlpha = 1 
           layer.play_t2plus.oriX = layer.play_t2plus.x; layer.play_t2plus.oriY = layer.play_t2plus.y 
           layer.play_t2plus.oriXs = layer.play_t2plus.xScale; layer.play_t2plus.oriYs = layer.play_t2plus.yScale 
           layer.play_t2plus.name = "play_t2plus" 
           sceneGroup:insert( layer.play_t2plus); sceneGroup.play_t2plus = layer.play_t2plus 
    
        -- play_t1bg positioning 
           layer.play_t1bg = display.newImageRect( composer.imgDir.. "p2_play_t1bg.png", 1044, 156 ); 
           layer.play_t1bg.x = 780; layer.play_t1bg.y = 915; layer.play_t1bg.alpha = 1; layer.play_t1bg.oldAlpha = 1 
           layer.play_t1bg.oriX = layer.play_t1bg.x; layer.play_t1bg.oriY = layer.play_t1bg.y 
           layer.play_t1bg.oriXs = layer.play_t1bg.xScale; layer.play_t1bg.oriYs = layer.play_t1bg.yScale 
           layer.play_t1bg.name = "play_t1bg" 
           sceneGroup:insert( layer.play_t1bg); sceneGroup.play_t1bg = layer.play_t1bg 
    
        -- play_t1minus positioning 
           layer.play_t1minus = display.newImageRect( composer.imgDir.. "p2_play_t1minus.png", 110, 110 ); 
           layer.play_t1minus.x = 1191; layer.play_t1minus.y = 910; layer.play_t1minus.alpha = 1; layer.play_t1minus.oldAlpha = 1 
           layer.play_t1minus.oriX = layer.play_t1minus.x; layer.play_t1minus.oriY = layer.play_t1minus.y 
           layer.play_t1minus.oriXs = layer.play_t1minus.xScale; layer.play_t1minus.oriYs = layer.play_t1minus.yScale 
           layer.play_t1minus.name = "play_t1minus" 
           sceneGroup:insert( layer.play_t1minus); sceneGroup.play_t1minus = layer.play_t1minus 
    
        -- play_t1plus positioning 
           layer.play_t1plus = display.newImageRect( composer.imgDir.. "p2_play_t1plus.png", 110, 110 ); 
           layer.play_t1plus.x = 1054; layer.play_t1plus.y = 910; layer.play_t1plus.alpha = 1; layer.play_t1plus.oldAlpha = 1 
           layer.play_t1plus.oriX = layer.play_t1plus.x; layer.play_t1plus.oriY = layer.play_t1plus.y 
           layer.play_t1plus.oriXs = layer.play_t1plus.xScale; layer.play_t1plus.oriYs = layer.play_t1plus.yScale 
           layer.play_t1plus.name = "play_t1plus" 
           sceneGroup:insert( layer.play_t1plus); sceneGroup.play_t1plus = layer.play_t1plus 
    
        -- play_howto positioning 
           layer.play_howto = display.newImageRect( composer.imgDir.. "p2_play_howto.png", 320, 158 ); 
           layer.play_howto.x = 392; layer.play_howto.y = 1555; layer.play_howto.alpha = 1; layer.play_howto.oldAlpha = 1 
           layer.play_howto.oriX = layer.play_howto.x; layer.play_howto.oriY = layer.play_howto.y 
           layer.play_howto.oriXs = layer.play_howto.xScale; layer.play_howto.oriYs = layer.play_howto.yScale 
           layer.play_howto.name = "play_howto" 
           sceneGroup:insert( layer.play_howto); sceneGroup.play_howto = layer.play_howto 
    
        -- play_newgame positioning 
           layer.play_newgame = display.newImageRect( composer.imgDir.. "p2_play_newgame.png", 326, 166 ); 
           layer.play_newgame.x = 770; layer.play_newgame.y = 1555; layer.play_newgame.alpha = 1; layer.play_newgame.oldAlpha = 1 
           layer.play_newgame.oriX = layer.play_newgame.x; layer.play_newgame.oriY = layer.play_newgame.y 
           layer.play_newgame.oriXs = layer.play_newgame.xScale; layer.play_newgame.oriYs = layer.play_newgame.yScale 
           layer.play_newgame.name = "play_newgame" 
           sceneGroup:insert( layer.play_newgame); sceneGroup.play_newgame = layer.play_newgame 
    
        -- play_rules positioning 
           layer.play_rules = display.newImageRect( composer.imgDir.. "p2_play_rules.png", 326, 166 ); 
           layer.play_rules.x = 1150; layer.play_rules.y = 1556; layer.play_rules.alpha = 1; layer.play_rules.oldAlpha = 1 
           layer.play_rules.oriX = layer.play_rules.x; layer.play_rules.oriY = layer.play_rules.y 
           layer.play_rules.oriXs = layer.play_rules.xScale; layer.play_rules.oriYs = layer.play_rules.yScale 
           layer.play_rules.name = "play_rules" 
           sceneGroup:insert( layer.play_rules); sceneGroup.play_rules = layer.play_rules 
    
        -- tm1scoretxt positioning 
           layer.tm1scoretxt = display.newImageRect( composer.imgDir.. "p2_tm1scoretxt.png", 29, 43 ); 
           layer.tm1scoretxt.x = 916; layer.tm1scoretxt.y = 911; layer.tm1scoretxt.alpha = 1; layer.tm1scoretxt.oldAlpha = 1 
           layer.tm1scoretxt.oriX = layer.tm1scoretxt.x; layer.tm1scoretxt.oriY = layer.tm1scoretxt.y 
           layer.tm1scoretxt.oriXs = layer.tm1scoretxt.xScale; layer.tm1scoretxt.oriYs = layer.tm1scoretxt.yScale 
           layer.tm1scoretxt.name = "tm1scoretxt" 
           sceneGroup:insert( layer.tm1scoretxt); sceneGroup.tm1scoretxt = layer.tm1scoretxt 
    
        -- tm2scoretxt positioning 
           layer.tm2scoretxt = display.newImageRect( composer.imgDir.. "p2_tm2scoretxt.png", 29, 43 ); 
           layer.tm2scoretxt.x = 916; layer.tm2scoretxt.y = 1075; layer.tm2scoretxt.alpha = 1; layer.tm2scoretxt.oldAlpha = 1 
           layer.tm2scoretxt.oriX = layer.tm2scoretxt.x; layer.tm2scoretxt.oriY = layer.tm2scoretxt.y 
           layer.tm2scoretxt.oriXs = layer.tm2scoretxt.xScale; layer.tm2scoretxt.oriYs = layer.tm2scoretxt.yScale 
           layer.tm2scoretxt.name = "tm2scoretxt" 
           sceneGroup:insert( layer.tm2scoretxt); sceneGroup.tm2scoretxt = layer.tm2scoretxt 
    
        -- tm1box positioning 
           layer.tm1box = native.newTextField( 584, 895, 553, 39 ) 
           layer.tm1box.input = "default" 
           layer.tm1box.anchorX = 0.5; layer.tm1box.anchorY = 0; 
           repositionAnchor(layer.tm1box,0.5,0); 
           layer.tm1box.oriX = layer.tm1box.x; layer.tm1box.oriY = layer.tm1box.y 
           layer.tm1box.oriXs = layer.tm1box.xScale; layer.tm1box.oriYs = layer.tm1box.yScale 
           sceneGroup:insert( layer.tm1box); sceneGroup.tm1box = layer.tm1box 
     
           -- Group(s) creation 
    
           -- AFTER variables 
    
           -- (MIDDLE) External code will render here 
    
           -- Repositions according anchor points 
    
    end -- ends scene:create
    
    -- Called when the scene's view is about to 'will/load' or 'did/appear': 
    function scene:show( event ) 
       local sceneGroup = self.view 
    
       if event.phase == "did" then 
          -- purges previous and next scenes 
          local __prevScene = composer.getSceneName( "previous" ) 
          if nil~= __prevScene then composer.removeScene(__prevScene, true) end   
    
          -- Check for previous bookmarks 
           if (tonumber(composer.kBookmark) == 1) then 
              local path = system.pathForFile( "book.txt", system.DocumentsDirectory ) 
              local file = io.open( path, "w+" ) 
              file:write ( curPage.."\n1" ) 
              io.close( file ) 
           end 
    
          -- Check for for auto play settings 
           if (tonumber(composer.kAutoPlay) > 0) then 
             local function act_autoPlay(event) 
               if(curPage < numPages) then 
                  if nil~= composer.getScene( "page_"..curPage+1) then composer.removeScene( "page_"..curPage+1, true) end 
                  if(composer.kBidi == false) then  
                    composer.gotoScene( "page_"..curPage+1, { effect = "fromRight"} ) 
                  else  
                    composer.gotoScene( "page_"..curPage-1, { effect = "fromLeft"} ) 
                  end  
               end 
             end 
             if (tonumber(allAudios.kAutoPlay) > composer.kAutoPlay) then 
                 composer.timerStash.timer_AP = timer.performWithDelay( allAudios.kAutoPlay*1000, act_autoPlay, 1 ) 
             else  
                 composer.timerStash.timer_AP = timer.performWithDelay( composer.kAutoPlay*1000, act_autoPlay, 1 ) 
             end 
           end 
    
            local function fieldHandler_tm1box(event) 
                   if ("began" == event.phase) then  
                   elseif ("ended" == event.phase) then  
                   elseif ("submitted" == event.phase) then  
                      team1input = layer.tm1box.text 
                      native.setKeyboardFocus(nil) 
                   end  
           end 
           layer.tm1box:addEventListener( "userInput", fieldHandler_tm1box ) 
    
           -- Button event listeners 
    
           local function onkwkhomeEvent(event) 
              but_gohome(layer.kwkhome) 
              return true 
           end 
           layer.kwkhome:addEventListener("tap", onkwkhomeEvent ) 
    
           -- Button functions 
           function but_gohome(self) 
                local myClosure_switch80 = function() 
                    local options = { effect = "slideRight" } 
                    if nil~= composer.getScene("page_1") then composer.removeScene("page_1", true) end  
                    if  self.type == "press" then 
                        self:setEnabled(false) 
                    else 
                        self:removeEventListener( "tap", onkwkhomeEvent ) 
                    end 
                    composer.gotoScene( "page_1", options ) 
                end 
                composer.timerStash.newTimer_780 = timer.performWithDelay(0, myClosure_switch80, 1) 
           end 
    
           -- do not swipe this page 
    
           -- (BOTTOM) External code will render here 
           team1input = kwkVarCheck("team1input")
    layer.tm1box.text = team1input
    layer.tm1box.hasBackground = false
    layer.tm1box.anchorY = 0  
    layer.tm1box.size = 50
    layer.tm1box:setTextColor(1,1,1)
     
       end --ends phase did 
    
    end -- ends scene:show
    
    function scene:hide( event ) 
          -- purges previous and next scenes 
       -- all disposal happens here 
       if event.phase == "will" then 
         composer.reloadCanvas = 0 
         if lineTable then 
            for i=1, #lineTable do 
               lineTable[i]:removeSelf(); lineTable[i] = nil 
            end 
         end 
    
              composer.cancelAllTimers(); 
           saveKwikVars({"team1input",team1input}) 
           layer.tm1box:removeSelf(); layer.tm1box = nil 
       elseif event.phase == "did" then 
              composer.test = nil 
       end 
    end  
    
    function scene:destroy( event ) 
       -- Remove all unecessary composer items 
    end 
    
    scene:addEventListener( "create", scene ) 
    scene:addEventListener( "show", scene ) 
    scene:addEventListener( "hide", scene ) 
    scene:addEventListener( "destroy", scene ) 
    return scene 
    

    Thanks so much for your help!
    Christi

    in reply to: Problem with Text Input Replacement #83963

    Hi Yamamoto,
    Thank you for your response.
    For some reason it is still not saving the text that was input as the team name.
    I am wondering if it is missing a line like this: saveKwikVars({“team1input”,team1input})
    If so, where should I add it?

    I added in the external code you suggested “after all variables” and set it to save.
    My variable for the inputed text is “team1input”
    My text layer that I am using for the keyboard replacement is “tm1box”

    This is what the code looks like :

    -- Code created by Kwik - Copyright: kwiksher.com 
    -- Version: 3.5.2 
    -- Project: CharadesV2, published on Mon Jun 29 2015 14:29:25 GMT-0400 
    local composer = require( "composer" ) 
    local scene = composer.newScene() 
    
    -- External libraries 
    
    -- Initial settings and checkings 
    local numPages = 2 -- number of pages in the project 
    local sceneGroup = nil -- main group for all page elements
    local W = display.contentWidth; -- full width of the page
    local H = display.contentHeight; -- full height of the page
    
         
    local curPage = 2 -- number of the current page 
    
    -- Button names 
    local but_gohome
    
    -- Variables names 
    local team1input = "" --  
    math.randomseed(os.time()) 
    
    -- All layers on a table 
    local layer = {} 
    
    -- All audio files on a table 
    local allAudios = {} 
    allAudios.kAutoPlay = composer.kAutoPlay 
    
    -- Calculates anchor points 
    local function repositionAnchor( object, newAnchorX, newAnchorY ) 
         local origX = object.x; local origY = object.y 
         if newAnchorX ~= 0.5 or newAnchorY ~= 0.5 then 
             local width = object.width; local height = object.height 
             local xCoord = width * (newAnchorX - .5)  
             local yCoord = height * (newAnchorY - .5) 
             object.x = origX + xCoord; object.y = origY + yCoord 
             object.oriX = object.x; object.oriY = object.y   
         end 
    end 
    
    -- Called when the scene's view does not exist:  
    function scene:create( event )  
        -- view is not yet visible  
        local sceneGroup = self.view  
        
        -- BEFORE variables 
        team1input = "" --  
           -- Check if variable has a pre-saved content 
           if kwkVarCheck("team1input") ~= nil then  
            team1input = kwkVarCheck("team1input") 
           end  
    
        -- Capture and set group position 
        local function groupPos(obj) 
           local minX, minY 
           for i = 1, obj.numChildren do 
              local currentRecord = obj[ i ] 
              if i == 1 then 
                 minX = currentRecord.x - currentRecord.contentWidth * 0.5 
                 minY = currentRecord.y - currentRecord.contentHeight * 0.5 
              end 
              local mX = currentRecord.x - currentRecord.contentWidth * 0.5 
              if mX < minX then 
                 minX = mX 
              end 
              local mY = currentRecord.y - currentRecord.contentHeight * 0.5 
              if mY < minY then 
                 minY = mY 
              end 
           end 
           obj.x = minX + obj.contentWidth * 0.5 
           obj.y = minY + obj.contentHeight * 0.5 
        end 
    
        -- Multilingual items 
    
        -- (TOP) External code will render here 
    
        -- kwkplay_bg positioning 
           layer.kwkplay_bg = display.newImageRect( composer.imgDir.. "kwkplay_bg.png", 1536, 2048 ); 
           layer.kwkplay_bg.x = 768; layer.kwkplay_bg.y = 1024; layer.kwkplay_bg.alpha = 1; layer.kwkplay_bg.oldAlpha = 1 
           layer.kwkplay_bg.oriX = layer.kwkplay_bg.x; layer.kwkplay_bg.oriY = layer.kwkplay_bg.y 
           layer.kwkplay_bg.oriXs = layer.kwkplay_bg.xScale; layer.kwkplay_bg.oriYs = layer.kwkplay_bg.yScale 
           layer.kwkplay_bg.name = "kwkplay_bg" 
           sceneGroup:insert( 1, layer.kwkplay_bg); sceneGroup.kwkplay_bg = layer.kwkplay_bg 
    
        -- kwkabout positioning 
           layer.kwkabout = display.newImageRect( composer.imgDir.. "kwkabout.png", 250, 250 ); 
           layer.kwkabout.x = 1198; layer.kwkabout.y = 1839; layer.kwkabout.alpha = 1; layer.kwkabout.oldAlpha = 1 
           layer.kwkabout.oriX = layer.kwkabout.x; layer.kwkabout.oriY = layer.kwkabout.y 
           layer.kwkabout.oriXs = layer.kwkabout.xScale; layer.kwkabout.oriYs = layer.kwkabout.yScale 
           layer.kwkabout.name = "kwkabout" 
           sceneGroup:insert( layer.kwkabout); sceneGroup.kwkabout = layer.kwkabout 
    
        -- kwksettings positioning 
           layer.kwksettings = display.newImageRect( composer.imgDir.. "kwksettings.png", 250, 250 ); 
           layer.kwksettings.x = 915; layer.kwksettings.y = 1839; layer.kwksettings.alpha = 1; layer.kwksettings.oldAlpha = 1 
           layer.kwksettings.oriX = layer.kwksettings.x; layer.kwksettings.oriY = layer.kwksettings.y 
           layer.kwksettings.oriXs = layer.kwksettings.xScale; layer.kwksettings.oriYs = layer.kwksettings.yScale 
           layer.kwksettings.name = "kwksettings" 
           sceneGroup:insert( layer.kwksettings); sceneGroup.kwksettings = layer.kwksettings 
    
        -- kwkplay positioning 
           layer.kwkplay = display.newImageRect( composer.imgDir.. "kwkplay.png", 250, 250 ); 
           layer.kwkplay.x = 632; layer.kwkplay.y = 1839; layer.kwkplay.alpha = 1; layer.kwkplay.oldAlpha = 1 
           layer.kwkplay.oriX = layer.kwkplay.x; layer.kwkplay.oriY = layer.kwkplay.y 
           layer.kwkplay.oriXs = layer.kwkplay.xScale; layer.kwkplay.oriYs = layer.kwkplay.yScale 
           layer.kwkplay.name = "kwkplay" 
           sceneGroup:insert( layer.kwkplay); sceneGroup.kwkplay = layer.kwkplay 
    
        -- kwkhome positioning 
           layer.kwkhome = display.newImageRect( composer.imgDir.. "kwkhome.png", 250, 250 ); 
           layer.kwkhome.x = 349; layer.kwkhome.y = 1839; layer.kwkhome.alpha = 1; layer.kwkhome.oldAlpha = 1 
           layer.kwkhome.oriX = layer.kwkhome.x; layer.kwkhome.oriY = layer.kwkhome.y 
           layer.kwkhome.oriXs = layer.kwkhome.xScale; layer.kwkhome.oriYs = layer.kwkhome.yScale 
           layer.kwkhome.name = "kwkhome" 
           sceneGroup:insert(layer.kwkhome); sceneGroup.kwkhome = layer.kwkhome 
    
        -- play_gobtn positioning 
           layer.play_gobtn = display.newImageRect( composer.imgDir.. "p2_play_gobtn.png", 902, 222 ); 
           layer.play_gobtn.x = 768; layer.play_gobtn.y = 1307; layer.play_gobtn.alpha = 1; layer.play_gobtn.oldAlpha = 1 
           layer.play_gobtn.oriX = layer.play_gobtn.x; layer.play_gobtn.oriY = layer.play_gobtn.y 
           layer.play_gobtn.oriXs = layer.play_gobtn.xScale; layer.play_gobtn.oriYs = layer.play_gobtn.yScale 
           layer.play_gobtn.name = "play_gobtn" 
           sceneGroup:insert( layer.play_gobtn); sceneGroup.play_gobtn = layer.play_gobtn 
    
        -- play_cardbk positioning 
           layer.play_cardbk = display.newImageRect( composer.imgDir.. "p2_play_cardbk.png", 962, 692 ); 
           layer.play_cardbk.x = 769; layer.play_cardbk.y = 475; layer.play_cardbk.alpha = 1; layer.play_cardbk.oldAlpha = 1 
           layer.play_cardbk.oriX = layer.play_cardbk.x; layer.play_cardbk.oriY = layer.play_cardbk.y 
           layer.play_cardbk.oriXs = layer.play_cardbk.xScale; layer.play_cardbk.oriYs = layer.play_cardbk.yScale 
           layer.play_cardbk.name = "play_cardbk" 
           sceneGroup:insert( layer.play_cardbk); sceneGroup.play_cardbk = layer.play_cardbk 
    
        -- play_t2bg positioning 
           layer.play_t2bg = display.newImageRect( composer.imgDir.. "p2_play_t2bg.png", 1044, 156 ); 
           layer.play_t2bg.x = 780; layer.play_t2bg.y = 1079; layer.play_t2bg.alpha = 1; layer.play_t2bg.oldAlpha = 1 
           layer.play_t2bg.oriX = layer.play_t2bg.x; layer.play_t2bg.oriY = layer.play_t2bg.y 
           layer.play_t2bg.oriXs = layer.play_t2bg.xScale; layer.play_t2bg.oriYs = layer.play_t2bg.yScale 
           layer.play_t2bg.name = "play_t2bg" 
           sceneGroup:insert( layer.play_t2bg); sceneGroup.play_t2bg = layer.play_t2bg 
    
        -- play_t2minus positioning 
           layer.play_t2minus = display.newImageRect( composer.imgDir.. "p2_play_t2minus.png", 110, 110 ); 
           layer.play_t2minus.x = 1191; layer.play_t2minus.y = 1074; layer.play_t2minus.alpha = 1; layer.play_t2minus.oldAlpha = 1 
           layer.play_t2minus.oriX = layer.play_t2minus.x; layer.play_t2minus.oriY = layer.play_t2minus.y 
           layer.play_t2minus.oriXs = layer.play_t2minus.xScale; layer.play_t2minus.oriYs = layer.play_t2minus.yScale 
           layer.play_t2minus.name = "play_t2minus" 
           sceneGroup:insert( layer.play_t2minus); sceneGroup.play_t2minus = layer.play_t2minus 
    
        -- play_t2plus positioning 
           layer.play_t2plus = display.newImageRect( composer.imgDir.. "p2_play_t2plus.png", 110, 110 ); 
           layer.play_t2plus.x = 1054; layer.play_t2plus.y = 1074; layer.play_t2plus.alpha = 1; layer.play_t2plus.oldAlpha = 1 
           layer.play_t2plus.oriX = layer.play_t2plus.x; layer.play_t2plus.oriY = layer.play_t2plus.y 
           layer.play_t2plus.oriXs = layer.play_t2plus.xScale; layer.play_t2plus.oriYs = layer.play_t2plus.yScale 
           layer.play_t2plus.name = "play_t2plus" 
           sceneGroup:insert( layer.play_t2plus); sceneGroup.play_t2plus = layer.play_t2plus 
    
        -- play_t1bg positioning 
           layer.play_t1bg = display.newImageRect( composer.imgDir.. "p2_play_t1bg.png", 1044, 156 ); 
           layer.play_t1bg.x = 780; layer.play_t1bg.y = 915; layer.play_t1bg.alpha = 1; layer.play_t1bg.oldAlpha = 1 
           layer.play_t1bg.oriX = layer.play_t1bg.x; layer.play_t1bg.oriY = layer.play_t1bg.y 
           layer.play_t1bg.oriXs = layer.play_t1bg.xScale; layer.play_t1bg.oriYs = layer.play_t1bg.yScale 
           layer.play_t1bg.name = "play_t1bg" 
           sceneGroup:insert( layer.play_t1bg); sceneGroup.play_t1bg = layer.play_t1bg 
    
        -- play_t1minus positioning 
           layer.play_t1minus = display.newImageRect( composer.imgDir.. "p2_play_t1minus.png", 110, 110 ); 
           layer.play_t1minus.x = 1191; layer.play_t1minus.y = 910; layer.play_t1minus.alpha = 1; layer.play_t1minus.oldAlpha = 1 
           layer.play_t1minus.oriX = layer.play_t1minus.x; layer.play_t1minus.oriY = layer.play_t1minus.y 
           layer.play_t1minus.oriXs = layer.play_t1minus.xScale; layer.play_t1minus.oriYs = layer.play_t1minus.yScale 
           layer.play_t1minus.name = "play_t1minus" 
           sceneGroup:insert( layer.play_t1minus); sceneGroup.play_t1minus = layer.play_t1minus 
    
        -- play_t1plus positioning 
           layer.play_t1plus = display.newImageRect( composer.imgDir.. "p2_play_t1plus.png", 110, 110 ); 
           layer.play_t1plus.x = 1054; layer.play_t1plus.y = 910; layer.play_t1plus.alpha = 1; layer.play_t1plus.oldAlpha = 1 
           layer.play_t1plus.oriX = layer.play_t1plus.x; layer.play_t1plus.oriY = layer.play_t1plus.y 
           layer.play_t1plus.oriXs = layer.play_t1plus.xScale; layer.play_t1plus.oriYs = layer.play_t1plus.yScale 
           layer.play_t1plus.name = "play_t1plus" 
           sceneGroup:insert( layer.play_t1plus); sceneGroup.play_t1plus = layer.play_t1plus 
    
        -- play_howto positioning 
           layer.play_howto = display.newImageRect( composer.imgDir.. "p2_play_howto.png", 320, 158 ); 
           layer.play_howto.x = 392; layer.play_howto.y = 1555; layer.play_howto.alpha = 1; layer.play_howto.oldAlpha = 1 
           layer.play_howto.oriX = layer.play_howto.x; layer.play_howto.oriY = layer.play_howto.y 
           layer.play_howto.oriXs = layer.play_howto.xScale; layer.play_howto.oriYs = layer.play_howto.yScale 
           layer.play_howto.name = "play_howto" 
           sceneGroup:insert( layer.play_howto); sceneGroup.play_howto = layer.play_howto 
    
        -- play_newgame positioning 
           layer.play_newgame = display.newImageRect( composer.imgDir.. "p2_play_newgame.png", 326, 166 ); 
           layer.play_newgame.x = 770; layer.play_newgame.y = 1555; layer.play_newgame.alpha = 1; layer.play_newgame.oldAlpha = 1 
           layer.play_newgame.oriX = layer.play_newgame.x; layer.play_newgame.oriY = layer.play_newgame.y 
           layer.play_newgame.oriXs = layer.play_newgame.xScale; layer.play_newgame.oriYs = layer.play_newgame.yScale 
           layer.play_newgame.name = "play_newgame" 
           sceneGroup:insert( layer.play_newgame); sceneGroup.play_newgame = layer.play_newgame 
    
        -- play_rules positioning 
           layer.play_rules = display.newImageRect( composer.imgDir.. "p2_play_rules.png", 326, 166 ); 
           layer.play_rules.x = 1150; layer.play_rules.y = 1556; layer.play_rules.alpha = 1; layer.play_rules.oldAlpha = 1 
           layer.play_rules.oriX = layer.play_rules.x; layer.play_rules.oriY = layer.play_rules.y 
           layer.play_rules.oriXs = layer.play_rules.xScale; layer.play_rules.oriYs = layer.play_rules.yScale 
           layer.play_rules.name = "play_rules" 
           sceneGroup:insert( layer.play_rules); sceneGroup.play_rules = layer.play_rules 
    
        -- tm1scoretxt positioning 
           layer.tm1scoretxt = display.newImageRect( composer.imgDir.. "p2_tm1scoretxt.png", 29, 43 ); 
           layer.tm1scoretxt.x = 916; layer.tm1scoretxt.y = 911; layer.tm1scoretxt.alpha = 1; layer.tm1scoretxt.oldAlpha = 1 
           layer.tm1scoretxt.oriX = layer.tm1scoretxt.x; layer.tm1scoretxt.oriY = layer.tm1scoretxt.y 
           layer.tm1scoretxt.oriXs = layer.tm1scoretxt.xScale; layer.tm1scoretxt.oriYs = layer.tm1scoretxt.yScale 
           layer.tm1scoretxt.name = "tm1scoretxt" 
           sceneGroup:insert( layer.tm1scoretxt); sceneGroup.tm1scoretxt = layer.tm1scoretxt 
    
        -- tm2scoretxt positioning 
           layer.tm2scoretxt = display.newImageRect( composer.imgDir.. "p2_tm2scoretxt.png", 29, 43 ); 
           layer.tm2scoretxt.x = 916; layer.tm2scoretxt.y = 1075; layer.tm2scoretxt.alpha = 1; layer.tm2scoretxt.oldAlpha = 1 
           layer.tm2scoretxt.oriX = layer.tm2scoretxt.x; layer.tm2scoretxt.oriY = layer.tm2scoretxt.y 
           layer.tm2scoretxt.oriXs = layer.tm2scoretxt.xScale; layer.tm2scoretxt.oriYs = layer.tm2scoretxt.yScale 
           layer.tm2scoretxt.name = "tm2scoretxt" 
           sceneGroup:insert( layer.tm2scoretxt); sceneGroup.tm2scoretxt = layer.tm2scoretxt 
    
        -- tm1box positioning 
           layer.tm1box = native.newTextField( 584, 895, 553, 39 ) 
           layer.tm1box.input = "default" 
           layer.tm1box.anchorX = 0.5; layer.tm1box.anchorY = 0; 
           repositionAnchor(layer.tm1box,0.5,0); 
           layer.tm1box.oriX = layer.tm1box.x; layer.tm1box.oriY = layer.tm1box.y 
           layer.tm1box.oriXs = layer.tm1box.xScale; layer.tm1box.oriYs = layer.tm1box.yScale 
           sceneGroup:insert( layer.tm1box); sceneGroup.tm1box = layer.tm1box 
     
           -- Group(s) creation 
    
           -- AFTER variables 
    
           -- (MIDDLE) External code will render here 
           team1input = kwkVarCheck("team1input")
    layer.tm1box.text = team1input
    layer.tm1box.hasBackground = false
    layer.tm1box.anchorY = 0  
    layer.tm1box.size = 50
    layer.tm1box:setTextColor(1,1,1)
     
    
           -- Repositions according anchor points 
    
    end -- ends scene:create
    
    -- Called when the scene's view is about to 'will/load' or 'did/appear': 
    function scene:show( event ) 
       local sceneGroup = self.view 
    
       if event.phase == "did" then 
          -- purges previous and next scenes 
          local __prevScene = composer.getSceneName( "previous" ) 
          if nil~= __prevScene then composer.removeScene(__prevScene, true) end   
    
          -- Check for previous bookmarks 
           if (tonumber(composer.kBookmark) == 1) then 
              local path = system.pathForFile( "book.txt", system.DocumentsDirectory ) 
              local file = io.open( path, "w+" ) 
              file:write ( curPage.."\n1" ) 
              io.close( file ) 
           end 
    
          -- Check for for auto play settings 
           if (tonumber(composer.kAutoPlay) > 0) then 
             local function act_autoPlay(event) 
               if(curPage < numPages) then 
                  if nil~= composer.getScene( "page_"..curPage+1) then composer.removeScene( "page_"..curPage+1, true) end 
                  if(composer.kBidi == false) then  
                    composer.gotoScene( "page_"..curPage+1, { effect = "fromRight"} ) 
                  else  
                    composer.gotoScene( "page_"..curPage-1, { effect = "fromLeft"} ) 
                  end  
               end 
             end 
             if (tonumber(allAudios.kAutoPlay) > composer.kAutoPlay) then 
                 composer.timerStash.timer_AP = timer.performWithDelay( allAudios.kAutoPlay*1000, act_autoPlay, 1 ) 
             else  
                 composer.timerStash.timer_AP = timer.performWithDelay( composer.kAutoPlay*1000, act_autoPlay, 1 ) 
             end 
           end 
    
            local function fieldHandler_tm1box(event) 
                   if ("began" == event.phase) then  
                   elseif ("ended" == event.phase) then  
                   elseif ("submitted" == event.phase) then  
                      team1input = layer.tm1box.text 
                      native.setKeyboardFocus(nil) 
                   end  
           end 
           layer.tm1box:addEventListener( "userInput", fieldHandler_tm1box ) 
    
           -- Button event listeners 
    
           local function onkwkhomeEvent(event) 
              but_gohome(layer.kwkhome) 
              return true 
           end 
           layer.kwkhome:addEventListener("tap", onkwkhomeEvent ) 
    
           -- Button functions 
           function but_gohome(self) 
                local myClosure_switch35 = function() 
                    local options = { effect = "slideRight" } 
                    if nil~= composer.getScene("page_1") then composer.removeScene("page_1", true) end  
                    if  self.type == "press" then 
                        self:setEnabled(false) 
                    else 
                        self:removeEventListener( "tap", onkwkhomeEvent ) 
                    end 
                    composer.gotoScene( "page_1", options ) 
                end 
                composer.timerStash.newTimer_335 = timer.performWithDelay(0, myClosure_switch35, 1) 
           end 
    
           -- do not swipe this page 
    
           -- (BOTTOM) External code will render here 
       end --ends phase did 
    
    end -- ends scene:show
    
    function scene:hide( event ) 
          -- purges previous and next scenes 
       -- all disposal happens here 
       if event.phase == "will" then 
         composer.reloadCanvas = 0 
         if lineTable then 
            for i=1, #lineTable do 
               lineTable[i]:removeSelf(); lineTable[i] = nil 
            end 
         end 
    
              composer.cancelAllTimers(); 
           saveKwikVars({"team1input",team1input}) 
           layer.tm1box:removeSelf(); layer.tm1box = nil 
       elseif event.phase == "did" then 
              composer.test = nil 
       end 
    end  
    
    function scene:destroy( event ) 
       -- Remove all unecessary composer items 
    end 
    
    scene:addEventListener( "create", scene ) 
    scene:addEventListener( "show", scene ) 
    scene:addEventListener( "hide", scene ) 
    scene:addEventListener( "destroy", scene ) 
    return scene 
    
    in reply to: In App Purchase Set Up #83714

    Thank you for this link! This is very helpful!!

    in reply to: In App Purchase Set Up #83687

    Hi Yamamoto,
    Thank you for this link. However, this link just talks about submitting a regular app. I am looking for direction on how to create IN App purchases in my app.

    in reply to: 64 bit Apple requirement #83579

    Update on my above note. I submitting the issue to Corona Forum as well and they responded with that link to the beta build
    http://coronalabs.com/blog/2015/01/21/update-on-corona-ios-64-bit-support-and-plugins/

    I downloaded the beta V2015.2545 and my submission was successful. Yeah!!

    in reply to: 64 bit Apple requirement #83578

    I wanted to check on the status of the above. I just submitted my app to Apple yesterday using Application Loader. App loader said all was well but then I found my app in iTunes Connect under the pre-release tabs saying “INVALID BINARY”

    The e-mail I received from Apple said the following: Dear developer,
    We have discovered one or more issues with your recent delivery for “Cocktails & Curiosities”

    To process your delivery, the following issues must be corrected:
    Missing 64-bit support – Beginning on February 1, 2015 new iOS apps submitted to the App Store must include 64-bit support and be built with the iOS 8 SDK. Beginning June 1, 2015 app updates will also need to follow the same requirements. To enable 64-bit in your project, we recommend using the default Xcode build setting of “Standard architectures” to build a single binary with both 32-bit and 64-bit code.

    I am using the latest version of Kwik and Corona V2014.2511

    in reply to: Apple Submission Problems – Application Loader #83577

    Just a follow up to this note. I found my build under the “pre-release” tab with an invalid binary note. The e-mail I received from Apple gave me the below message. I will start a new thread for this issue with a proper heading.

    To process your delivery, the following issues must be corrected:
    Missing 64-bit support – Beginning on February 1, 2015 new iOS apps submitted to the App Store must include 64-bit support and be built with the iOS 8 SDK. Beginning June 1, 2015 app updates will also need to follow the same requirements. To enable 64-bit in your project, we recommend using the default Xcode build setting of “Standard architectures” to build a single binary with both 32-bit and 64-bit code.

    in reply to: Getting Text input replacement to work #83037

    I am struggling as well with learning how to use the Text Input Replacement. I am trying to create an area on my “play page” where players can enter in their team name.
    I created a text layer called team1name. (The font I used for this text was Myriad Pro I wasn’t sure if that matters)
    I then created a variable t1ninput left the value blank, content = text type = local before is checked and keep track is checked.
    I then created a text input replacement using the default keyboard and saves into variable “t1input”
    When I go to my “play page” a text box is on the screen but it is much smaller than the size of the text that was in my text layer called “team1name” and it is off to the side of screen. I have to type (with my mac keyboard – no keyboard shows on the simulator) about 5 characters before I can see anything in the text box. When I press enter, the word is partially on the screen but when I leave that page and come back it disappears.
    So basically my two issues are:
    1. How to I get the text box/font to be in the right size and location?
    2. How do I get the data inputed to stay even when the player leaves that scene or the app all together?
    Any help would be greatly appreciated!!
    Thanks!! Christi

    Issue Resolved!!
    I realized that I had not refreshed my project icon or project launch image since creating a new project from an old. It still showed the old images so I thought it was fine. I went back to project properties and uploaded the images again and published then resubmitted and all is well. In the app store for approval!
    Thanks!

    I have found a little more detail on Corona’s site and here are their comments. I am just not sure how to add this image file.

    From corona website:

    While the messages from Apple can be tricky to decipher, they’re generally quite clear as to where the problem lies. Most of them start with the string “ITMS-9000:“, so searching for that string may not result in useful information. So you really need to read the message and locate the actual issue.

    One common one is:

    “Your binary is not optimized for iPhone 5 – New iPhone apps and app updates submitted must support the 4-inch display on iPhone 5 and must include a launch image with the -568h size modifier immediately following the <basename> portion of the launch image’s filename.”

    This one is simple. You must provide an image file in your root project directory named Default-568h@2x.png. This file must be 640 pixels wide and 1136 pixels tall, in .png format, oriented for portrait even if your app is designed for landscape orientation. See the Project Build Settings guide for more info.

    in reply to: 3.24c Problem #82629

    Hi Alex,
    Thanks for your response. I don’t know what happened. I couldn’t figure out the compress.command issue. I closed out of photoshop a couple of times and then I had the same problem as posted by another member about not being able to open any of my projects in photoshop. I just decided to create a new project from the template of the old project and now all is running and compressing fine. I am just waiting to hear on the textual memory issue and my app is ready to go! Thanks so much for all of your help!
    Christi

    in reply to: 3.24c Problem #82604

    Thanks Alex,
    I have not opened this file before so I can’t say if anything looks different but the project path name looks fine to me.

    #!/bin/sh
    /Applications/Adobe\ Photoshop\ CC/Plug-ins/Panels/Kwik/Mac/pngquant –ext .png -f –quality=60-95 /Users/owner/Documents/KWIK_3/CheekyChats_Uni/build/*.png

    in reply to: 3.24c Problem #82589

    Thanks for the response Alex.
    For item 2 re: memory disposal. Okay. Sorry I jumped the gun on that one!

    For item 1: No. The default project folder is what it should be. Any other thoughts?

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