not seeing ball pt.2

in my code I try to display a ball.png image . When I press the start button and go into my app I see the outline of the ball for a sec then it is gone . Why is this happening what should I do to fix it .

level1.lua code:

local storyboard = require( "storyboard" ) local scene = storyboard.newScene() function scene:createScene( event ) local group = self.view local physics = require( "physics" ) physics.start() physics.setGravity(0, 7) -- display background image local background = display.newImage( "background.png" ) background.x = 10; background.y = 308 -- display ground image local ground = display.newImage( "ground.png" ) ground.x = 145; ground.y = 480 physics.addBody( ground, "static" , { friction=0.5, bounce=0.1 } ) -- create object local myObject = display.newRect( 0, 0, 100, 30 ) myObject:setFillColor( 0 ) myObject.x = 145; myObject.y = 400 physics.addBody( myObject, "kinematic" , { myObject, friction=0.5, bounce=1 } ) -- touch listener function function myObject:touch( event ) if event.phase == "moved" then self.x = event.x self.y = event.y end return true end -- make 'myObject' listen for touch events myObject:addEventListener( "touch", myObject ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = -6, 387 wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = -6, 300 wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = -6, 202 wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = -6, 104 wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = -6, 7 wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = 50, -49 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = 135, -49 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x = 232 wall.y = -49 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x = 335 wall.y = -49 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 wall.x = 325 wall.y = 3 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 wall.x = 325 wall.y = 98 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x = 325 wall.y = 195 wall.rotation = 90 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 wall.x = 325 wall.y = 292 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=1 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.rotation = 90 wall.x = 325 wall.y = 387 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=4 } ) local ball = display.newImageRect( "ball.png", 200, 200 ) ball.x = 200 ball.y = 200 group:insert(ball) group:insert(background) group:insert(ground) group:insert(myObject) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) end function scene:enterScene( event ) local group = self.view end function scene:exitScene( event ) local group = self,view end function scene:destroyScene( event ) local group = self.view end scene:addEventListener( "createScene", scene ) scene:addEventListener( "enterScene", scene ) scene:addEventListener( "exitScene", scene ) scene:addEventListener( "destroyScene", scene ) return scene

Thank you.

Well, you’re still doing this wrong.  Try correcting it and see if that helps:

group:insert(ball) group:insert(background) group:insert(ground) group:insert(myObject) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) 

Use the technique I proposed in my other answer to your other thread and I think you’ll be fine.

You see, you’re changing render order by doing these inserts in this order AND still not adding most of the objects to the group.

Follow up on my suggested changes before posting more copies of this code with questions.  My suggestions will help.

Well, you’re still doing this wrong.  Try correcting it and see if that helps:

group:insert(ball) group:insert(background) group:insert(ground) group:insert(myObject) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) group:insert(wall) 

Use the technique I proposed in my other answer to your other thread and I think you’ll be fine.

You see, you’re changing render order by doing these inserts in this order AND still not adding most of the objects to the group.

Follow up on my suggested changes before posting more copies of this code with questions.  My suggestions will help.