So we just have a simple bug at the top of this code and was wondering if someone could help us out. Thanks!
local function total_zombie = 100 – dis line has the bugs in it
tmr = timer.performWithDelay(2000, spawnzombie, total_zombie);
– BUTTON code
local widget = require( “widget” )
local function handleButtonEvent( event )
local phase = event.phase
if “ended” == phase then
print( “you pressed and released a button!” )
end
end
– guns
local function fireLasers()
local laserbeam = display.newImage(“laserbeam.jpg”)
laserbeam:scale( 0.5, 0.5 )
laserbeam.x = happy.x
laserbeam.y = happy.y
physics.addBody(happy, “dynamic”)
transition.to(laserbeam, {time=1000, x = math.random() ,y = math.random(), onComplete=movelaserbeam});
end
local fireButton = display.newImage( “firebutton.jpg” )
fireButton.x = 50
fireButton.y = display.contentHeight-50
local function handleFireButton( event )
if ( event.phase == “began” ) then
fireLasers()
elseif ( event.phase == “ended” ) then
fireLasers()
end
return true
end
fireButton:addEventListener( “touch”, handleFireButton )
local needToFire = false
local function handleEnterFrame( event)
if ( needToFire == true ) then
fireLasers()
end
end
Runtime:addEventListener( “enterFrame”, handleEnterFrame )
local fireButton = display.newImage( “firebutton.jpg” )
fireButton.x = 50
fireButton.y = display.contentHeight-50
local function handleFireButton( event )
if ( event.phase == “began” ) then
needToFire = true
elseif ( event.phase == “ended” and needToFire == true ) then
needToFire = false
end
return true
end
fireButton:addEventListener( “touch”, handleFireButton )
– ugh
local needToFire = false
local function handleEnterFrame( event )
if ( needToFire == true ) then
fireLasers()
end
end
Runtime:addEventListener( “enterFrame”, handleEnterFrame )
local function handleFireButton2( event )
if ( event.phase == “began” ) then
– fire the weapon
needToFire = true
elseif ( event.phase == “ended” and needToFire == true ) then
– stop firing the weapon
needToFire = false
end
return true
end
local fireButton2 = widget.newButton{
width = 64,
height = 64,
defaultFile = “firebutton.jpg”,
overFile = “button1.jpg”,
onEvent = handleFireButton
}
fireButton.x = 50
— splash screen?
local splashscreen = display.newImage( “ins.png” );
local removesplashbutton --up-value reference
local function removeSplash( event )
splashscreen:removeSelf()
removesplashbutton:removeSelf()
end
removesplashbutton = widget.newButton{
width = 100,
height = 100,
defaultFile = “smallbutton.png”,
overFile = “button1.jpg”,
onPress = removeSplash,
}