i tried what you said above but when i go out of the scene and into another menu and then back into that scene the image doesnt reset its self. i dont have a clue whats gone wrong/ what i need to do.
thanks for your help so far, if i can get past this problem then ive completed my app.
if anyone knows how i could fix my code please help thankyou
------function attached to button3 local myTransitions = {} leftEyeMovement = 1 local function event3(event) if leftEyeMovement == 1 then local function finishMove1() button3:setLabel("Please Press To Reset") leftEyeMovement = 2 end leftEyeMovement = 3 button:setEnabled(false) button2:setEnabled(false) myTransitions[#myTransitions + 1] = transition.to(eye2, { time = 1000, x = 30, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(leftEyeCover, { time = 1000, x = 325, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(leftEyeCover, { time = 1000, delay = 2000, x = 500, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(eye2, { time = 1000, delay = 2000, x = -30, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(eye, { time = 1000, delay = 2000, x = 30, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(leftEyeCover, { time = 1000, delay = 4000, x = -500, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(eye2, { time = 1000, delay = 4000, x = 30, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(eye, { time = 1000, delay = 4000, x = -30, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(leftEyeCover, { time = 1000, delay = 6000, x = 500, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(eye2, { time = 1000, x = -30,delay = 6000, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(eye, { time = 1000, x = 30,delay = 6000, delta = true, transition = easing.outQuad, onComplete = finishMove1 }) end if leftEyeMovement == 2 then local function finishMove2() button:setEnabled(true) button2:setEnabled(true) leftEyeMovement = 1 end leftEyeMovement = 3 myTransitions[#myTransitions + 1] = transition.to(leftEyeCover, { time = 1000, x = -825, delta = true, transition = easing.outQuad }) myTransitions[#myTransitions + 1] = transition.to(eye, { time = 1000, x = -30, delta = true, transition = easing.outQuad, onComplete = finishMove2 }) button3:setLabel("Alternate Test") end end button3 = widget.newButton{ label = "Alternating Test", fontSize = 30, width = 640, height = 90, left = 0, top = 750, onRelease = event3 } --------insert every button and image to group bellow group:insert( bg ) group:insert( eye ) group:insert( eye2 ) group:insert( sockets ) group:insert( button ) group:insert( button2 ) group:insert( button3 ) group:insert( rightEyeCover ) group:insert( leftEyeCover ) group:insert( backButton ) group:insert( infoButton ) end -- Called immediately after scene has moved onscreen: function scene:enterScene( event ) local group = self.view -- do nothing end -- Called when scene is about to move offscreen: function scene:exitScene( event ) for i = table.maxn(myTransitions), 1, -1 do if myTransitions[i] then transition.cancel(myTransitions[i]) myTransitions[i] = nil end end local group = self.view