Ok below is the code. This is the parts of the code, that is giving me the error code in the terminal. When i have this code in another project file with the same UI.lua it works great. But in this project it keeps giving me errors. Ive been messing with this for about a week now and can’t seem to figure it out. Thanks in advance for any help.
[lua]
function explodeBomb(bomb, listener)
bomb:removeEventListener(“touch”, listener)
– The bomb should not move while exploding
bomb.bodyType = “kinematic”
bomb:setLinearVelocity(0, 0)
bomb.angularVelocity = 0
– Shake the stage
local stage = display.getCurrentStage()
local moveRightFunction
local moveLeftFunction
local rightTrans
local leftTrans
local shakeTime = 50
local shakeRange = {min = 1, max = 25}
moveRightFunction = function(event) rightTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max), y = math.random(shakeRange.min, shakeRange.max), time = shakeTime, onComplete=moveLeftFunction}); end
moveLeftFunction = function(event) leftTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max) * -1, y = math.random(shakeRange.min,shakeRange.max) * -1, time = shakeTime, onComplete=moveRightFunction}); end
moveRightFunction()
local linesGroup = display.newGroup()
– Generate a bunch of lines to simulate an explosion
local drawLine = function(event)
local line = display.newLine(bomb.x, bomb.y, display.contentWidth * 2, display.contentHeight * 2)
line.rotation = math.random(1,360)
line.width = math.random(4, 12)
linesGroup:insert(line)
end
local lineTimer = timer.performWithDelay(100, drawLine, 0)
– Function that is called after the pre explosion
local explode = function(event)
audio.play(explosion)
blankOutScreen(bomb, linesGroup);
timer.cancel(lineTimer)
stage.x = 0
stage.y = 0
transition.cancel(leftTrans)
transition.cancel(rightTrans)
end
– Play the preExplosion sound first followed by the end explosion
audio.play(preExplosion, {onComplete = explode})
timer.cancel(fruitTimer)
timer.cancel(bombTimer)
end
function blankOutScreen(bomb, linesGroup)
local gameOver = displayGameOver()
gameOver.alpha = 0 – Will reveal the game over screen after the explosion
– Create an explosion animation
local circle = display.newCircle( bomb.x, bomb.y, 5 )
local circleGrowthTime = 300
local dissolveDuration = 1000
local dissolve = function(event) transition.to(circle, {alpha = 0, time = dissolveDuration, delay = 0, onComplete=function(event) gameOver.alpha = 1 end}); gameOver.alpha = 1 end
circle.alpha = 0
transition.to(circle, {time=circleGrowthTime, alpha = 1, width = display.contentWidth * 3, height = display.contentWidth * 3, onComplete = dissolve})
– Vibrate the phone
system.vibrate()
bomb:removeSelf()
linesGroup:removeSelf()
end
function displayGameOver()
– Will return a group so that we can set the alpha of the entier menu
local group = display.newGroup()
– Dim the background with a transperent square
local back = display.newRect( 0,0, display.contentWidth, display.contentHeight )
back:setFillColor(0,0,0, 255 * .1)
group:insert(back)
local gameOver = display.newImage( “gameover.png”)
gameOver.x = display.contentWidth / 2
gameOver.y = display.contentHeight / 2
group:insert(gameOver)
local replayButton = ui.newButton{
default = “replayButton.png”,
over = “replayButton.png”,
onRelease = function(event) group:removeSelf(); startGame() end
}
group:insert(replayButton)
replayButton.x = display.contentWidth / 2
replayButton.y = gameOver.y + gameOver.height / 2 + replayButton.height / 2
return group
end
[import]uid: 80826 topic_id: 15072 reply_id: 55871[/import]