need help with my code

i have made almost all my game, but there is one problem, i need help finding a code to work for this

[code]
local ball = {}
local breakpoint = 0
local board = {}
local joint = {}

local function onCollision( event )
if ( event.phase == “began” ) then

print( "began: " … event.object1.ball … " & " … event.object2.board )
breakpoint = breakpoint + 1

elseif ( event.phase == “ended” ) then

print( "ended: " … event.object1.ball … " & " … event.object2.board )
breakpoint = breakpoint - 1

end

if breakpoint >= 7 then
joint:removeSelf()
end
end

for j = 1,38 do
board[j] = display.newImage( “board.png” )
board[j].x = 12 + (j*24)
board[j].y = 150
board[j].xScale = 1
board[j].yScale = 2.0
board[j].myIndex = j
board[j]:addEventListener( “postCollision”, breakJoint )

physics.addBody( board[j], { density=0.8, friction=0.3, bounce=0.3 } )

board[j].angularDamping = 5000
board[j].linearDamping = 0.7

if (j > 1) then
prevLink = board[j-1]
else
prevLink = pole1
end
joint[j] = physics.newJoint( “pivot”, prevLink, board[j], 12+(j*24), 150 )

end

joint[#joint + 1] = physics.newJoint( “pivot”, board[38], pole2, 12+(39*24), 150 )

local ball = display.newImage( “rock.png” )
ball.x = 100 + math.random( 800 ); ball.y = -40
physics.addBody( ball, { density=2.0, friction=0.6, bounce=0.2, radius=33 } )
ball.angularVelocity = math.random(600) - 300

ball:addEventListener( “touch”, removeBody )

timer.performWithDelay( 100, ball, 15 ) [import]uid: 35609 topic_id: 6323 reply_id: 306323[/import]

i have made almot all my game, but there is one problem, i can’t find a correct code for lines 6-22

[code]
local ball = {}
local board = {}
local joint = {}
local breakpoint = 0

local function breakJoint( event )
if ( event.phase == “began” ) then

print( "began: " … event.object1.ball … " & " … event.object2.board )
breakpoint = breakpoint + 1

elseif ( event.phase == “ended” ) then

print( "ended: " … event.object1.ball … " & " … event.object2.board )
breakpoint = breakpoint - 1

end

if breakpoint >= 7 then
joint:removeSelf()
end

return true
end

local removeBody = function( event )
local t = event.target
local phase = event.phase

if “began” == phase then
t:removeSelf()
end

return true
end

for j = 1,38 do
board[j] = display.newImage( “board.png” )
board[j].x = 12 + (j*24)
board[j].y = 150
board[j].xScale = 1
board[j].yScale = 2.0
board[j].myIndex = j
board[j]:addEventListener( “collision”, breakJoint )

physics.addBody( board[j], { density=0.8, friction=0.3, bounce=0.3 } )

board[j].angularDamping = 5000
board[j].linearDamping = 0.7

if (j > 1) then
prevLink = board[j-1]
else
prevLink = pole1
end
joint[j] = physics.newJoint( “pivot”, prevLink, board[j], 12+(j*24), 150 )

end

joint[#joint + 1] = physics.newJoint( “pivot”, board[38], pole2, 12+(39*24), 150 )

local randomBall = function()

ball = display.newImage( “rock.png” )
ball.x = 100 + math.random( 800 ); ball.y = -40
physics.addBody( ball, { density=2.0, friction=0.6, bounce=0.2, radius=33 } )
ball.angularVelocity = math.random(600) - 300

ball:addEventListener( “touch”, removeBody )
end

timer.performWithDelay( 300, randomBall, 100 ) [import]uid: 35609 topic_id: 6323 reply_id: 21850[/import]