Big Issue !

Good morning everyone !, 

I have in my scene:show  a hand full of functions that are running a digital clock i built using below code. The function startClock(event) self explanatory. Each of those other functions below code in orange run a digit on my timer. However when I leave the scene and goto main menu and come back the timer is still running. I tried 

addSecondsDigit:destroy()  but get errors

addSecondsDigit:remove() but get errors

​can someone show me how to stop the function actions and restart when I return to the  scene. 

Any Help is much appreciated.

JZ 

function startClock( event )

  addSecondsDigit()

  addDots()

  addTensSec()

  addMin()

  tmrTwo = timer.performWithDelay (600000,addTenMin)

end

tmr = timer.performWithDelay (1000,startClock)

local function addSecondsDigit( event )

 local secondsData = {

  width = 42,

  height = 102,

  numFrames = 10,

  sheetContentWidth = 211,

  sheetContentHeight = 204

}

 local secondsClockSheet = graphics.newImageSheet( “clockBr.png”,secondsData)

  local  secondsSequence = {

          {name = “normalRun”,frames = {10,1,2,3,4,5,6,7,8,9},time = 10000}

           – {name = “fastRun”,start = 0,count = 10,time = 100}

    }

   

  local  secondsDigit = display.newSprite(secondsClockSheet,secondsSequence)

    secondsDigit.x = 264

    secondsDigit.y = screenH / 2 - 160

    secondsDigit:setSequence (“normalRun”)

    secondsDigit.id = “Second”

    secondsDigit:play()

    sceneGroup:insert (secondsDigit)

end

[lua]

timer.cancel[tmr]

timer.cancel[tmrTwo]

[/lua]

Hmmm , missed that !! , will give it a try, will this stop the function because it was started by the timer ? 

Thanks

JZ 

[lua]

timer.cancel[tmr]

timer.cancel[tmrTwo]

[/lua]

Hmmm , missed that !! , will give it a try, will this stop the function because it was started by the timer ? 

Thanks

JZ