Okay so i have a problem, when i press my button in the simulator it changes scenes alright i see the images, but then when i try to move the player around everything resets and then there is a copy of the image behind the actual image which is really weird. Attached u will find the screenshot of the issue, and here is my code.
display.setStatusBar(display.HiddenStatusBar) local physics = require "physics" physics.start() physics.setGravity(0,0) local storyboard = require "storyboard" local scene = storyboard.newScene() storyboard.purgeOnSceneChange = true function scene:createScene( event ) local group = self.view local background = display.newImage("Background.jpg") local player = display.newImage("Player.png") player.x = 240 player.y = 150 physics.addBody(player, "static") local enemy1 = display.newImage("Enemy.png") enemy1.x = 75 enemy1.y = 75 physics.addBody(enemy1, "static") local enemy2 = display.newImage("Enemy.png") enemy2.x = 420 enemy2.y = 290 physics.addBody(enemy2, "static") self.view:insert(background) self.view:insert(player) self.view:insert(enemy1) self.view:insert(enemy2) end function scene:enterScene( event ) local background = display.newImage("Background.jpg") local player = display.newImage("Player.png") player.x = 240 player.y = 150 physics.addBody(player, "static") local enemy1 = display.newImage("Enemy.png") enemy1.x = 75 enemy1.y = 75 physics.addBody(enemy1, "static") local enemy2 = display.newImage("Enemy.png") enemy2.x = 420 enemy2.y = 290 physics.addBody(enemy2, "static") self.view:insert(background) self.view:insert(player) self.view:insert(enemy1) self.view:insert(enemy2) function touchScreen(event) if event.phase == "began" then transition.to(player,{time=1000, x=event.x, y=event.y}) end end Runtime:addEventListener("touch", touchScreen) function enemy3() transition.to(enemy1, {time=1500, x=math.random(10,520), y=math.random(10,310), onComplete = enemy3}) end enemy3() function enemy() transition.to(enemy2, {time=1500, x=math.random(10,520), y=math.random(10,310), onComplete = enemy}) end enemy() function collision(event) print("COLLISION!") end Runtime:addEventListener("collision", collision) end function scene:exitScene( event ) end function scene:destroyScene( event ) print( "Called when scene is unloaded." ) end scene:addEventListener( "destroyScene" ) scene:addEventListener( "enterScene", scene ) scene:addEventListener( "exitScene", scene ) return scene