Corona SDK showOverlay won't appear

Everytime i click the pause button the showOverlay wont appear? but the thing that worked is the user does not allow to tap any objects. My pause.lua is my Overlay and all of its image won’t appear.

pause.lua

local function btnTap(event) event.target.xScale = 0.95 event.target.yScale = 0.95 composer.gotoScene ( event.target.destination, { params ={levelNum = params.levelNum}, time=800, effect = "fade"} ) return true end function catchBackgroundOverlay(event) return true end -- Called when the scene's view does not exist: function scene:createScene( event ) local group = self.view local backgroundOverlay = display.newRect (group, leftScrn-1000, topScrn-1000, withScrn+1000, heightScrn+1000) backgroundOverlay:setFillColor( black ) backgroundOverlay.alpha = 0.6 backgroundOverlay.isHitTestable = true backgroundOverlay:addEventListener ("tap", catchBackgroundOverlay) backgroundOverlay:addEventListener ("touch", catchBackgroundOverlay) local overlay = display.newImage ("images1/Pause/overlayv2.png", 900 , 500) overlay.x = centerX overlay.y = centerY group:insert (overlay) local levelBtn = display.newImageRect ("images1/Pause/levelBtn.png", 112, 116 ) levelBtn.x = centerX levelBtn.y = centerY + overlay.height/2.2 levelBtn.destination = "levels" levelBtn:addEventListener("tap", btnTap) group:insert(levelBtn) local playBtn = display.newImageRect ("images/Pause/playBtn.png", 112, 116) playBtn.x = centerX - overlay.width / 3 playBtn.y = centerY + overlay.height/2.2 local function hideOverlay(event) composer.hideOverlay("fade", 800) end playBtn:addEventListener ("tap", hideOverlay) group:insert(playBtn) local reloadBtn = display.newImageRect ("images/Pause/reloadbutton.png" ,112, 116) reloadBtn.x = centerX + overlay.width / 3 reloadBtn.y = centerY + overlay.height/2.2 params = event.params reloadBtn.destination = "reloading" reloadBtn:addEventListener ("tap", btnTap) group:insert (reloadBtn) end

gameEasyAddition.lua This is were i tapped the pause button

 btnTap = function(event) event.target.xScale = 0.95 event.target.yScale = 0.95 -- composer.showOverlay( "scenes.pauseoverlay" ,{effect = "fade" , params ={levelNum = "scenes.difficulty.gameEasyAddition"}, isModal = true} ) return true end local pauseTime = display.newImage( "images1/Buttons/Pause.png" ) pauseTime.x = 100 pauseTime.y = 90 pauseTime.destination = "pauseTime" pauseTime:addEventListener("touch", btnTap)

I’m not sure but maybe this helps 

 btnTap = function(event) event.target.xScale = 0.95 event.target.yScale = 0.95 if ( event.phase == "ended" ) then composer.showOverlay( "scenes.pauseoverlay" ,{effect = "fade"  ,  params ={levelNum = "scenes.difficulty.gameEasyAddition"}, isModal = true} ) end return true end

Notice that btnTap is called twice. Read more about touch event here  and here.

I didn’t continue the overlay its too complicatead instead i created a much more easyway that does not include another lua file. 

I’m not sure but maybe this helps 

 btnTap = function(event) event.target.xScale = 0.95 event.target.yScale = 0.95 if ( event.phase == "ended" ) then composer.showOverlay( "scenes.pauseoverlay" ,{effect = "fade"  ,  params ={levelNum = "scenes.difficulty.gameEasyAddition"}, isModal = true} ) end return true end

Notice that btnTap is called twice. Read more about touch event here  and here.

I didn’t continue the overlay its too complicatead instead i created a much more easyway that does not include another lua file.