game network help

hi… i made a game by using gamenetwork to connect to game play android… but everytime i press the leader button or achievement button . its always closed the game n show up  ” unfortunately, project has stopped" ( project is my app name")…  anyone can help wut is wrong with the code… will be very thankful…

here is my code …

[lua]-- json = require(“json”)                          – used for file i/o

lime = require(“lime”)                          – used for top 10 list manipulation

local gameNetwork = require( “gameNetwork” )    – Google Play network

– Google Play Games leaderboard and achievements are referenced by ID’s. After defining these

– on the Google Play Developer Console (http://play.google.com/apps/publish) , update them here

local gpgLeaderBoardID = “CgkI8J_r9sMXXXXX”           – id for leaderboard (you can have several) 

local gpgAchieve1ID = “CgkI8J_r9sXXXXXXX”           – id for perfect level 1 achievement

local gpgAchieve2ID = “CgkI8J_r9sMXXXXXX”           – id for perfect level 2 achievement

local gpgAchieve3ID = “CgkI8J_r9sMYXXXXX”           – id for perfect level 3 achievement

local gpgAchieve4ID = “ACHIEVEMENT ID #4”           – id for perfect level 4 achievement

local gpgAchieve5ID = “ACHIEVEMENT ID #5”  

– Top 10 scores variables

local topRank = {}                              – rank 1-10

local topScore = {}                             – score

local topName = {}                              – player’s name

local topDate = {}                              – date score was recorded

local function adListener( event )

end

– Google Play Games has fetched the current player’s data.  

local function loadLocalPlayerCallback( event )

    – Let’s remember the player’s name for high score pre-loading

   playerName = event.data.alias

end

– Google Play Games network login events

local function gameNetworkLoginCallback( event )

    – request player data

   gameNetwork.request( “loadLocalPlayer”, { listener=loadLocalPlayerCallback } )

   return true

end

– Google Play Games login initialize events

local function gpgsInitCallback( event )

    – request a login

   gameNetwork.request( “login”, { userInitiated=true, listener=gameNetworkLoginCallback } )

end

– process user prompt to login to Google Play Game services

local function onClickGpLogin( event )

    if “clicked” == event.action then

        local i = event.index

        – when i = 1, user is confirming a login prompt.

        if i == 1 then gpgsInitCallback(nil) end

    end

end]

function setUpIntroScreen(myInt)

    introScreenGroup = display.newGroup()             

    – position all of our graphics on the screen

    local titleScreen = display.newImage(“main.jpg”,display.contentCenterX,display.contentCenterY)

    local playButton = display.newImage(“start.png”,482,210)        – play button   

    local helpButton = display.newImage(“rules.png”,615,210)        – rules/help button

    local leaderButton = display.newImage(“leader.png”,433,340)     – Google Play Leaderboard button

    local achieveButton = display.newImage(“achieve.png”,570,340)   – Google Play achievement button

    local scoreButton = display.newImage(“scores.png”,705,340)      – local scores button

    introScreenGroup:insert(leaderButton)

    introScreenGroup:insert(achieveButton)

    – define what happens when the leaderboard button is tapped.

    leaderButton:addEventListener(“tap”,function ()

            if (gameNetwork.request(“isConnected”)) then                – has the user connected to Google Play Games?

print (“ayo main”)

                   audio.play(soundEnemy4, {onComplete = function ()    – play a sound and when it’s done

                        gameNetwork.show( “leaderboards”  )             – display the leaderboard

                    end})

            else

                – the user has not linked their account to the game, give them the option to do so. 

                native.showAlert (“Google+ required”, “You have not connected your Google+ account to this app”

                    , {“Connect Now”, “Cancel”}, onClickGpLogin)

            end

    end)

    – define what happens when the achievement button is tapped.

    achieveButton:addEventListener(“tap”,function ()                    

            if (gameNetwork.request(“isConnected”)) then                – has the user connected to Google Play Games?

                audio.play(soundEnemy3, {onComplete = function ()       – play a sound and when it’s done

                        gameNetwork.show( “achievements”  )             – display the achievements

                    end})

            else

                – the user has not linked their account to the game, give them the option to do so. 

                native.showAlert (“Google+ required”, “You have not connected your Google+ account to this app”

                    , {“Connect Now”, “Cancel”}, onClickGpLogin)

            end

    end)

end

function alert(myInt)

 if (gameNetwork.request(“isConnected”)) then                – is player connected to Google Play ?

            if (points > highScore) then                            – did player beat this session’s highest score?

                – update leaderboard. ‘category’ = your Google Play leaderboard id

                gameNetwork.request( “setHighScore”, {localPlayerScore={ category=gpgLeaderBoardID, value=tonumber(points)}})                           – 

                highScore = points                                  – this will prevent future lower scores from wasting their

            end                                                     – attempting to update leaderboard

            – achievement checking. each request identifier = your Google Play achievement id

            – the achievedReached array tracks each unlocked achievemnt to prevent unlocking an achievement

            – which has already been unlocked in this session.

            if (achieveReached[1] == 0) and (perfectLevels[1]==1) then          – perfect level 1?

                achieveReached[1] = 1

                gameNetwork.request( “unlockAchievement”,                       – request an achievement unlock

                    {achievement = { identifier=gpgAchieve1ID,                  – id for perfect level 1 achievement

                    percentComplete=100, showsCompletionBanner=true }} )

            end

            if (achieveReached[2] == 0) and (perfectLevels[2]==1) then          – perfect level 2?

                achieveReached[2] = 1

                gameNetwork.request( “unlockAchievement”,                       – request an achievement unlock

                    {achievement = { identifier=gpgAchieve2ID,                  – id for perfect level 2 achievement

                    percentComplete=100, showsCompletionBanner=true }} )

            end

            if (achieveReached[3] == 0) and (perfectLevels[3]==1) then          – perfect level 3?            

                achieveReached[3] = 1

                gameNetwork.request( “unlockAchievement”,                       – request an achievement unlock

                    {achievement = { identifier=gpgAchieve3ID,                  – id for perfect level 3 achievement

                    percentComplete=100, showsCompletionBanner=true }} )

            end

            if (achieveReached[4] == 0) and (perfectLevels[4]==1) then          – perfect level 4?

                achieveReached[4] = 1

                gameNetwork.request( “unlockAchievement”,                       – request an achievement unlock

                    {achievement = { identifier=gpgAchieve4ID,                  – id for perfect level 4 achievement

                    percentComplete=100, showsCompletionBanner=true }} )

            end

            if (achieveReached[5] == 0) and (points>=700) then                  – exceeded 700 points?

                achieveReached[5] = 1                                           

                gameNetwork.request( “unlockAchievement”,                       – request an achievement unlock

                    {achievement = { identifier=gpgAchieve5ID,                  – id for exceeded threshold achievement

                    percentComplete=100, showsCompletionBanner=true }} )

            end

        end

end

gameNetwork.init( “google”, gpgsInitCallback) [/lua]

everything good… just only leaderboard n achievement… when i pressed it, it always closed the game …

here is my build.settings

[lua]-- – Supported values for orientation:

– portrait, portraitUpsideDown, landscapeLeft, landscapeRight

settings = {

orientation = {

default = “landscapeRight”,

supported = { “landscapeRight”, }

},

plugins =    {

        – key is the name passed to Lua’s ‘require()’

        [“plugin.google.play.services”] =

        {

            – required

            publisherId = “com.coronalabs”,

        },

        [“CoronaProvider.gameNetwork.google”] =

        {

            --required!

            publisherId = “com.coronalabs”,

        },

        [“facebook”] =

        {

            publisherId = “com.coronalabs”

        },

    }, 

iphone = {

plist = {

UIStatusBarHidden = false,

UIPrerenderedIcon = true, – set to false for “shine” overlay

–UIApplicationExitsOnSuspend = true, – uncomment to quit app on suspend

            --[[

            – iOS app URL schemes:

            CFBundleURLTypes =

            {

                {

                    CFBundleURLSchemes =

                    {

                        “fbXXXXXXXXXXXXXX”, – example scheme for facebook

                        “coronasdkapp”, – example second scheme

                    }

                }

            }

            --]]

}

},

–[[

– Android permissions

androidPermissions = {

  “android.permission.INTERNET”,

  },

]]–

android = {

        googlePlayGamesAppId = “84286811XXX”  --long App ID number (use yours!)

    },

}[/lua]

here is my build.settings

[lua]-- – Supported values for orientation:

– portrait, portraitUpsideDown, landscapeLeft, landscapeRight

settings = {

orientation = {

default = “landscapeRight”,

supported = { “landscapeRight”, }

},

plugins =    {

        – key is the name passed to Lua’s ‘require()’

        [“plugin.google.play.services”] =

        {

            – required

            publisherId = “com.coronalabs”,

        },

        [“CoronaProvider.gameNetwork.google”] =

        {

            --required!

            publisherId = “com.coronalabs”,

        },

        [“facebook”] =

        {

            publisherId = “com.coronalabs”

        },

    }, 

iphone = {

plist = {

UIStatusBarHidden = false,

UIPrerenderedIcon = true, – set to false for “shine” overlay

–UIApplicationExitsOnSuspend = true, – uncomment to quit app on suspend

            --[[

            – iOS app URL schemes:

            CFBundleURLTypes =

            {

                {

                    CFBundleURLSchemes =

                    {

                        “fbXXXXXXXXXXXXXX”, – example scheme for facebook

                        “coronasdkapp”, – example second scheme

                    }

                }

            }

            --]]

}

},

–[[

– Android permissions

androidPermissions = {

  “android.permission.INTERNET”,

  },

]]–

android = {

        googlePlayGamesAppId = “84286811XXX”  --long App ID number (use yours!)

    },

}[/lua]