How to access a table inside of another table

Here ya go.

[lua]— inside initialize function
Runtime:addEventListener( “enterFrame”, changeLevel)

---------------change levels---------------------------------------------------

local createLevel = function(event)

currentLevel = currentLevel + 1
changeLevel2(levels[currentLevel])

end

function changeLevel2(level)

balloons:removeSelf()
balloons.numChildren = 0
balloons = display.newGroup()
timer.performWithDelay( 5000, buildLevel(level), 1)
dart2.isVisible = true
dart3.isVisible = true
dart4.isVisible = true
dartsLeft = 3
Runtime:addEventListener( “enterFrame”, changeLevel)
–gun:addEventListener(“tap”, fireDart)

end

function changeLevel(event)

if dartsLeft == 0 and gameState == “removing balloons” and table.maxn(levels) ~= currentLevel then

createLevel()
Runtime:removeEventListener( “enterFrame”, changeLevel)
gun:removeEventListener(“tap”, fireDart)

end

end [import]uid: 49863 topic_id: 29523 reply_id: 119518[/import]

Here ya go.

[lua]— inside initialize function
Runtime:addEventListener( “enterFrame”, changeLevel)

---------------change levels---------------------------------------------------

local createLevel = function(event)

currentLevel = currentLevel + 1
changeLevel2(levels[currentLevel])

end

function changeLevel2(level)

balloons:removeSelf()
balloons.numChildren = 0
balloons = display.newGroup()
timer.performWithDelay( 5000, buildLevel(level), 1)
dart2.isVisible = true
dart3.isVisible = true
dart4.isVisible = true
dartsLeft = 3
Runtime:addEventListener( “enterFrame”, changeLevel)
–gun:addEventListener(“tap”, fireDart)

end

function changeLevel(event)

if dartsLeft == 0 and gameState == “removing balloons” and table.maxn(levels) ~= currentLevel then

createLevel()
Runtime:removeEventListener( “enterFrame”, changeLevel)
gun:removeEventListener(“tap”, fireDart)

end

end [import]uid: 49863 topic_id: 29523 reply_id: 119518[/import]