Jay and Rob are right on the mark, I think. Piracy, especially on Android is a huge issue but there’s not a lot you can do.
You say your sounds, music, graphics are copyrighted, so is your code. It still is, I think if it is a derivative work, e.g. they reverse engineer the code from the compiled lua.
TBH unless your game is really really complex and has really unusual algorithms and models - a Sim City sort of thing, it would be quicker to rewrite it.
If your game is not popular, it doesn’t really matter. If it takes off, as you hope, then if there is an obvious copy then one of your users will probably spot that the other game is a real rip off (as opposed to a similar but not the same …)
The other thing worth considering is protecting against code change in a little way. If your code has the text strings “AzmarGame” and “© Azmar 2014” and so on, then a lazy rip off merchant may edit these so they say “FredsGame” and so on, and (say) recolour the graphics and release it. This is much easier than reverse engineering the whole thing or rewriting it and rip off merchants are usually lazy.
I just tried compiling a = “Hello, world” using luac and it comes clearly visible in the code (might be checksummed, I don’t know, and Corona may protect it as well).
One way of protecting against this lazy form of copying (you won’t stop someone who is absolutely determined) is to add up all the byte codes of the string and fail accordingly, or just be slightly awkward. This won’t stop the dedicated cheat, but it might help a bit.