Hi guys,
Wanted to share a code snippet for logging your project. ( currently used/tested for items that have stage "ref" )
In main.lua add:
stage:addEventListener("logEvent",
	function(event)
		print(os.date(),"LOG:" , event["log"])
	end
)
in any Sprite add:
function sendLog(message)
	event = Event.new("logEvent")
	event["log"] = message
	stage:dispatchEvent(event)
end
and then use like this:
function someFunction()
    sendLog("someFunction called")
end
The log will look something like :
Sat Jun  9 21:41:37 2012	LOG:	soundButtonHandler
Sat Jun  9 21:41:37 2012	LOG:	soundButtonHandler
Sat Jun  9 21:41:38 2012	LOG:	howToHandler
Sat Jun  9 21:41:38 2012	LOG:	howToClick
Sat Jun  9 21:41:38 2012	LOG:	goToStage
Sat Jun  9 21:41:38 2012	LOG:	goBackToStage
Sat Jun  9 21:41:39 2012	LOG:	startButtonHandler
Sat Jun  9 21:41:39 2012	LOG:	startButtonClick
Hope it helps.                
                
             
        
Comments
Create an object called logger:
logger = Core.class()
function logger:init(t)
print("logger here")
end
function logger:log(message)
print(os.date(),"LOG:" , message)
end
init in main
logger = logger.new()
and then call from everywhere:
logger:log("goBackToStage")
For who doesn't use a logger class, redefining an empty print function as:
-- variable definition
local logEnabled = true
-- example call
Log:log(logEnabled, 'Test', 'Message')
Likes: ktc
http://wujitouch.com
In the example above you should be able to simply write "if enabled then print(...) end"