Remove Balloon After Touch

So I’m working on my first game and I am setting it up to where balloons fly up through the screen and you have to pop them and the only thing i need to do now is make them disappear after being touched.

Here is my current code

[lua]system.activate(“multitouch”)

local physics = require(“physics”)
physics.start()

physics.setGravity(0, -9.8)

local background = display.newImage(“Graphics/sky.png”)

local balloons = 100

local balloonsLEFT = display.newText(“You Have “… balloons …” Balloons Left”, 20, 45, nil, 26)
balloonsLEFT:setTextColor(255,0,0)

local score = 0

local scoreTEXT = display.newText(“You Popped " … score … " Balloons”, 20, 20, nil, 26)
scoreTEXT:setTextColor(0,0,255)

local function spawnBalloon()
local balloon = display.newImage(“Graphics/balloon1.png”)
balloon.x = display.contentWidth/2
balloon.y = display.contentHeight + 150
physics.addBody(balloon)

function killBalloon(event)
score = score + 1

local text = display.newText(“You Popped Another Balloon!”, 50, 100, nil, 26)
text:setTextColor(0,0,0)

transition.to(text, {time = 2000, alpha = 0, x = 300, y = 400})
end

balloon:addEventListener(“touch”, killBalloon)
end

timer.performWithDelay( 500, spawnBalloon, balloons)
display.setStatusBar( display.HiddenStatusBar )[/lua]

What can i add to this to make it pop/remove?

I will be making audio and such but that is otherwise.
And also I realized that the score isnt adding up either when you touch a balloon. Any idea on how to fix that?
Thanks in Advanced,
Brennan [import]uid: 81383 topic_id: 18569 reply_id: 318569[/import]

dont forget to say thank you)
here you go, nice and clean,its one of the best ways to handle spawning

[lua]local physics = require(“physics”)
physics.start()
physics.setGravity(0, -1)

local balloonTable = {}
local score = 0
local i = 0

local scoreText = display.newText("SCORE: ",0,0,nil, 20)
scoreText.x = display.contentWidth/2
scoreText.y = 50
local function addBallons()

local balloon = display.newCircle(0,0,30)

balloon.x = math.random(0, display.contentWidth)
balloon.y = math.random(display.contentHeight, display.contentHeight+150)

physics.addBody(balloon)

local function kill(self, event)

if event.phase == “ended” then

score = score + 1
print("SCORE IS: "… score)

scoreText.text = "SCORE: "…score

self:removeSelf()
self = nil

end

end

balloon.touch = kill
balloon:addEventListener(“touch”, balloon)

return balloon

end

local function spawn_ballons()

i = i + 1

balloonTable[i] = addBallons()

end

timer.performWithDelay(500, spawn_ballons, 20)[/lua] [import]uid: 16142 topic_id: 18569 reply_id: 71316[/import]