Help w/ Storyboard API

            I have been coding in Corna for a couple of weeks and i have followed Cheetomeskeeto’s videos about his game orb smasher “http://www.youtube.com/watch?v=6TsDdLY7VXk.”  He eventually uses the director.lua to turn it into a fully functional game “https://developer.coronalabs.com/code/director-class-10” but now that is outdated and i get errors trying to follow it.

         It would be awesome if someone helped me out and put it into storyboard, all im looking for is a reload button. I have included my main file below, thanks in advance!!!

–constants
_W = display.contentWidth;
_H = display.contentHeight;
mRand = math.random;
o = 0;
time_remain = 10;
time_up = false;
total_orbs = 20;
ready = false;
q=0
–sounds to play
local sound_track = audio.loadStream(“music/American Authors - Best Day Of My Life.mp3”);
local pop_sound = audio.loadSound(“music/pop.wav”);
local win_sound = audio.loadSound(“music/youwin.wav”);
local loose_sound = audio.loadSound(“music/youloose.wav”);
local one_sound = audio.loadSound(“music/1.wav”);
local two_sound = audio.loadSound(“music/2.wav”);
local three_sound = audio.loadSound(“music/3.wav”);
local go_sound = audio.loadSound(“music/go.wav”);

local display_txt = display.newText(“Ready”, 0, 0, native.systemFont,45/2);
–display_txt.yScale = .5;
–display_txt.xScale = .5;
display_txt.x = 50;
display_txt.y = _H-20;

local countdowntxt = display.newText(“10”, 0, 0, native.systemFont,45/2);
–countdowntxt.yScale = .5;
–countdowntxt.xScale = .5;
countdowntxt.x = _W-20;
countdowntxt.y = _H-20;

–function btn:touch(e)
    --if(e.phase == ended)then
        --storyboard.reloadScene()
    --end
–end
–btn:addEventListener(“touch”, btn)
local function winLose(condition)
    if(condition == “win”) then
        display_txt.text = " You Win!!";
    elseif(condition == “loose”)then
        display_txt.text = “You Lose”;
    end
end
local function trackOrbs(obj)
    obj:removeSelf();
    o = o-1;

    --all dots are removed
    if(time_up ~= true) then
    
        if(o == 0) then
            audio.play(win_sound);
            timer.cancel(gametmr);
            winLose(“win”);
            display_txt.x = _W/2;
            display_txt.y = _H/2;
            countdowntxt.text = “Try Again”;
            countdowntxt.x = _W/2;
            countdowntxt.y = 300;
            
        end
        
    end
end

local function countDown(e)
    if(time_remain == 10) then
        ready=true;
        countdowntxt.text=“GO!”;
        --audio.play(sound_track, {loops = -1});
    end
    time_remain = time_remain - 1;
    display_txt.text = time_remain;

    if(time_remain == 0) then
        time_up = true;

            
            if(o ~= 0)then
                audio.play(loose_sound);
                display_txt.text = “You Lose”;
                display_txt.x = _W/2
                display_txt.y = _H/2
                ready = false
                countdowntxt.text = “Try Again”
                countdowntxt.x = _W/2
                countdowntxt.y = _H/-50
                end

    end

end

local function spawnOrb()
    local orb = display.newImage(“images/orb.png”, 45, 45);
    orb.x = mRand(50, _W-50);
    orb.y = mRand(50, _H-50);
        q = q+1
        function orb:touch(e)
            if(ready == true) then
                if(time_up ~= true) then
                    if(e.phase == “ended”)then
                        --play the pop sound
                        audio.play(pop_sound);
                        --remove orbs
                        trackOrbs(self);
                    end
            end
    end
        
        return true;

    end
    
    o = o+1;

    orb:addEventListener(“touch”, orb);
    
    if(o == total_orbs)then
        gametmr = timer.performWithDelay(1000,  countDown, 10);
    else
        ready = false;
    end

    if(q == 5)then
        audio.play(three_sound);
     three = display.newText(“3”, 0, 0, native.systemFont,200);
    --display_txt.yScale = .5;
    --display_txt.xScale = .5;
        three.x = _W/2;
        three.y = _H/2;
        --three:removeSelf
    end

    if(q == 10)then
        audio.play(two_sound);
        two = display.newText(“2”, 0, 0, native.systemFont,200);
    --display_txt.yScale = .5;
    --display_txt.xScale = .5;
        two.x = _W/2;
        two.y = _H/2;
        --three:removeSelf
        three:removeSelf();
    end

    if(q == 15)then
        audio.play(one_sound);
        one = display.newText(“1”, 0, 0, native.systemFont,200);
    --display_txt.yScale = .5;
    --display_txt.xScale = .5;
        one.x = _W/2;
        one.y = _H/2;
        two:removeSelf();
    end

    if(q == 19)then
        audio.play(go_sound);
        go = display.newText(“GO!!”, 0, 0, native.systemFont,150);
    --display_txt.yScale = .5;
    --display_txt.xScale = .5;
        go.x = _W/2;
        go.y = _H/2;
        one:removeSelf();
    end
    
    if(q == 20)then
        go:removeSelf();
    end

end
tmr = timer.performWithDelay(200, spawnOrb, total_orbs);
  

This probably isn’t what you want to hear, but Storyboard is being decommissioned in favor of the Composer API. You might be better off trying to modify your code to work with Composer rather than Storyboard.

If you’re trying to reload storyboard scenes, I highly recommend you read/watch this tutorial:

http://coronalabs.com/blog/2013/08/20/tutorial-reloading-storyboard-scenes/

It covers the issues dealing with reloading storyboard.  And as @Panc Software said, Composer is the new Storyboard 2.0 version.  Building any new apps should be done in Composer.  That said, the tutorial above is storyboard based, but the concepts still apply to Composer.

This probably isn’t what you want to hear, but Storyboard is being decommissioned in favor of the Composer API. You might be better off trying to modify your code to work with Composer rather than Storyboard.

If you’re trying to reload storyboard scenes, I highly recommend you read/watch this tutorial:

http://coronalabs.com/blog/2013/08/20/tutorial-reloading-storyboard-scenes/

It covers the issues dealing with reloading storyboard.  And as @Panc Software said, Composer is the new Storyboard 2.0 version.  Building any new apps should be done in Composer.  That said, the tutorial above is storyboard based, but the concepts still apply to Composer.