I need so help with this code

– Hide Status Bar

display.setStatusBar(display.HiddenStatusBar)

– Physics

local physics = require(‘physics’)

physics.setDrawMode(“hybrid”)

physics.start()

–physics.setDrawMode(‘hybrid’)

– Graphics

– [Background]

local gameBg = display.newImage(‘gameBg.png’)

– [Title View]

local TitlePage

local playBtn

local creditsBtn

local titleView

– [Credits]

local creditsVeiw

–Helicopter

local helicopter

– Blocks

local blocks = {}

–GameOver

local GameOverVeiw

– Variables

local timerSrc

local yPos = {90, 140, 180}

local speed = 5

local speedTimer

local up = false

local impulse = -60

– Functions

local Main = {}

local startButtonListeners = {}

local showCredits = {}

local hideCredits = {}

local showGameView = {}

local gameListeners = {}

local createBlock = {}

local movePlayer = {}

local increaseSpeed = {}

local update = {}

local alert = {}

function Main ()

TitlePage = display.newImage(‘TitlePage.png’)

TitlePage.x = 200

playBtn = display.newImage (‘playBtn.png’,-75, 50)

creditsBtn = display.newImage(‘creditsBtn.png’,-75, 150)

titleView = display.newGroup(TitlePage, playBtn, creditsBtn)

startButtonListeners(‘add’)

end

function startButtonListeners(action)

if(action == ‘add’) then

playBtn:addEventListener(‘tap’, showGameView)

creditsBtn:addEventListener(‘tap’, showCredits)

else

playBtn:removeEventListener(‘tap’, showGameView)

creditsBtn:removeEventListener(‘tap’, showCredits)

end

end

function showCredits:tap(e)

playBtn.isVisible = false

creditsBtn.isVisible = false

creditsView = display.newImage(‘credits.png’, -110, display.contentHeight-80)

transition.to(creditsView, {time = 300, x = 55, onComplete = function() creditsView:addEventListener(‘tap’, hideCredits) end})

end

function hideCredits:tap(e)

playBtn.isVisible = true

creditsBtn.isVisible = true

transition.to(creditsView, {time = 300, y = display.contentHeight+creditsView.height, onComplete = function() creditsView:removeEventListener(‘tap’, hideCredits) display.remove(creditsView) creditsView = nil end})

end

function showGameView:tap(e)

transition.to(titleView, {time = 300, x = -titleView.height, onComplete = function() display.remove(titleView) titleView = nil end})

– [Add GFX]

– TextFields

scoreTF = display.newText(‘0’, 450, 5, ‘Marker Felt’, 14)

scoreTF:setTextColor(255, 255, 255)

– Helicopter

helicopter = display.newImage(‘helicopter.png’, 23, 152)

– Walls

local top = display.newRect(0, 60, 480, 1)

top:setFillColor(34, 34, 34)

local bottom = display.newRect(0, 260, 480, 1)

bottom:setFillColor(34, 34, 34)

physics.addBody(helicopter)

top.collision=onCollision

top:addEventListener(“collision”, top)

physics.addBody(top,“static”)

bottom.collision=onCollision

bottom:addEventListener(“collision”, bottom)

physics.addBody(bottom,“static”)

blocks = display.newGroup()

gameListener(‘add’)

end

function gameListener(action)

if(action == ‘add’) then

gameBg:addEventListener(‘touch’, movePlayer)

Runtime:addEventListener(‘enterFrame’, update)

timerSrc = timer.performWithDelay(1300, createBlock, 0)

speedTimer = timer.performWithDelay(5000, increaseSpeed, 5)

else

gameBg:addEventListener(‘touch’, movePlayer)

Runtime:removeEventListener(‘enterFrame’, update)

timer.cancel(timerSrc)

timerSrc = nil

timer.cancel(speedTimer)

speedTimer = nil

helicopter:removeEventListener(‘collision’, onCollision)

end

end

function createBlock()

local b

local rnd = math.floor(math.random() * 4) + 1

b = display.newImage(‘block.png’, display.contentWidth, yPos[math.floor(math.random() * 3)+1])

b.name = ‘block’

– Block physics

b.collision=onCollision

b:addEventListener(“collision”, b)

physics.addBody(b,“static”)

physics.addBody(b, ‘kinematic’)

b.isSensor = true

blocks:insert(b)

end

function movePlayer(e)

if(e.phase == ‘began’) then

up = true

end

if(e.phase == ‘ended’) then

up = false

impulse = -60

end

end

function update(e)

  – Move helicopter up

  if(up) then

    impulse = impulse - 3

    helicopter:setLinearVelocity(0, impulse)

  end

– Move Blocks

if(blocks ~= nil)then

for i = 1, blocks.numChildren do

blocks[i].x = blocks[i].x - speed

end

end

– Score

scoreTF.text = tostring(tonumber(scoreTF.text) + 1)

end

function onCollision(e)

display.remove(helicopter)

display.newImage(‘GameOver.png’)

display.newImage(‘restartBtn.png’, 30, 80)

end

function GameOver ()

display.newImage(‘restartBtn.png’, 30, 80)

restartBtn:addEventListener( “touch”, restart )

end

Main()

Hmmmm.  You do need to ask some questions.  Like what help do you need?

Also use “[“lua”]” and “[”/lua"]" before and after code to make it easy to reply to you.  Take out my " " - I had to put them in otherwise they would just work.

function onCollision(e)

display.remove(helicopter)

display.newImage(‘GameOver.png’)

display.newImage(‘restartBtn.png’, 30, 80)

end

and

[lua]

function onCollision(e)

display.remove(helicopter)

display.newImage(‘GameOver.png’)

display.newImage(‘restartBtn.png’, 30, 80)

end

[/lua]

see the difference adding the lua tag?

Hmmmm.  You do need to ask some questions.  Like what help do you need?

Also use “[“lua”]” and “[”/lua"]" before and after code to make it easy to reply to you.  Take out my " " - I had to put them in otherwise they would just work.

function onCollision(e)

display.remove(helicopter)

display.newImage(‘GameOver.png’)

display.newImage(‘restartBtn.png’, 30, 80)

end

and

[lua]

function onCollision(e)

display.remove(helicopter)

display.newImage(‘GameOver.png’)

display.newImage(‘restartBtn.png’, 30, 80)

end

[/lua]

see the difference adding the lua tag?