Hey! So I am trying to have my game end when a certain number of objects go past a certain why position. so if brick.y > 520 then game is over.
Here is my code. I don’t know how to carry this action out. Please help if you can. Thanks!
–
– level1.lua
–
system.activate(“multitouch”)
local storyboard = require( “storyboard” )
local scene = storyboard.newScene()
local widget = require( “widget” )
– include Corona’s “physics” library
local physics = require “physics”
physics.start(); physics.pause()
physics.setGravity( 0, 6 )
– forward declarations and other locals
local screenW, screenH, halfW = display.contentWidth, display.contentHeight, display.contentWidth*0.5
MainMenuRelease = function( event )
storyboard.gotoScene( “menu”, “fade”, 500 )
return true – indicates successful touch
end
function scene:createScene( event )
local group = self.view
– create a grey rectangle as the backdrop
local background = display.newRect( 0, 0, screenW, screenH )
background.anchorX = 0
background.anchorY = 0
MainMenu = widget.newButton
{
defaultFile = “button.png”,
overFile = “button-over.png”,
label = “Main Menu”,
emboss = true,
onPress = MainMenuPress,
onRelease = MainMenuRelease,
}
MainMenu.x = 100; MainMenu.y = 500
group:insert( background )
group:insert( MainMenu )
end
local function throwBrick()
bricks = display.newImage( “smallcrate.png”, 100 + math.random(200), -100 )
physics.addBody( bricks, { density=3.0, friction=0.5, bounce=0.05 } )
bricks.rotation = math.random(360)
scene.view:insert(bricks)
end
timer.performWithDelay( 750, throwBrick, 90000000000000000000)
– Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
physics.start()
end
– Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
physics.stop()
end
– If scene’s view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene( event )
local group = self.view
package.loaded[physics] = nil
physics = nil
if MainMenu then
MainMenu:removeSelf() – widgets must be manually removed
MainMenu = nil
end
if bricks then
bricks:removeSelf() – widgets must be manually removed
bricks = nil
end
end
– END OF YOUR IMPLEMENTATION
– “createScene” event is dispatched if scene’s view does not exist
scene:addEventListener( “createScene”, scene )
– “enterScene” event is dispatched whenever scene transition has finished
scene:addEventListener( “enterScene”, scene )
– “exitScene” event is dispatched whenever before next scene’s transition begins
scene:addEventListener( “exitScene”, scene )
– “destroyScene” event is dispatched before view is unloaded, which can be
– automatically unloaded in low memory situations, or explicitly via a call to
– storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( “destroyScene”, scene )
return scene