PNG not a widget

Hi all, 

A few days ago I incorrectly worded my question, what I’m want to do is use my png picture instead of a widget.  Is a new code required or can some of the existing code be used with my png pic?

I tried playBtn = mybutton, but that didn’t work.

-- forward declarations and other locals local playBtn ----------------------------------------------------------- -- 'onRelease' event listener for playBtn local function onPlayBtnRelease() -- code to react when the button is released such as: composer.gotoScene("level1") end ------------------------------------------------------------------ -- create a widget button (which will loads level1.lua on release) playBtn = widget.newButton { label="Play Now", labelColor = { default={0, 0, 0}, over={0.5, 0.5, 0.5 } }, default="button.png", over="button-over.png", width=154, height=40, onRelease = onPlayBtnRelease -- event listener function } playBtn.x = display.contentCenterX playBtn.y = display.contentHeight - 125

I’m really stuck here.

Appreciate any help, 

Thank you

Maybe I miss something but the simplest possible solution would be

[lua]

local playBtn = display.newImage( “mybtnimage.png” );

playBtn:addEventListener( “tap”, function () composer.gotoScene(“level1”)  end )

[/lua]

Thanks for the help Michael, I’ll give it a try right now.

Maybe I miss something but the simplest possible solution would be

[lua]

local playBtn = display.newImage( “mybtnimage.png” );

playBtn:addEventListener( “tap”, function () composer.gotoScene(“level1”)  end )

[/lua]

Thanks for the help Michael, I’ll give it a try right now.