restart composer error

error in reset scene pls help me

--------------lvl6.lua----------------

display.setStatusBar(display.HiddenStatusBar)

local composer = require( “composer” )

local physics = require “physics”

physics.start()

local scene = composer.newScene()

local widget = require( “widget” ) 

local background

function onEventListenerPouse(event)

composer.gotoScene(“pouselvl6”, “fade”,800)

 end

function scene:create( event )

    local sceneGroup = self.view

background = display.newImage(“backgrounds/back.jpg”,480,270)

sceneGroup:insert(background)

    

local buttonPouse = widget.newButton({

with = 50,

height = 50,

defaultFile = “buttons/pause.png”,

overFile = “buttons/pause1.png”,

onEvent= onEventListenerPouse

})

buttonPouse.x = 900

buttonPouse.y = 60

sceneGroup:insert (buttonPouse)

local halfW = (display.contentWidth*0.5)

local halfH = (display.contentHeight*0.5)

–SCORE–

score = 0

local scoreText = display.newText( score, 75, 50, “GROBOLD.ttf”, 40 )

scoreText:setFillColor( 0, 0.5, 1 )

sceneGroup:insert(scoreText)

local function balloonTouched(event)

if (event.phase== “began”) then

Runtime:removeEventListener(“enterFrame”, event.self)

event.target:removeSelf()

score =  score + 1

scoreText.text = score

end

end

local function bombTouched(event)

if (event.phase== “began”) then

Runtime:removeEventListener(“enterFrame”, event.self)

event.target:removeSelf()

score =  math.floor (score - 1)

scoreText.text = score

end

end

local function offscreen(self, event)

if(self.y == nil) then

return

end

if(self.y>display.contentHeight + 50)then

Runtime:removeEventListener(“enterFrame”, self)

self:removeSelf()

end

end

local function addNewBalloonOrBomb()

local startX = math.random(display.contentWidth*0.1, display.contentWidth*0.9)

if(math.random(1,5)==1) then

–BOMB–

local bomb = display.newImage(“bomb1.png”, startX, -300)

physics.addBody(bomb)

bomb.enterFrame = offscreen

bomb:addEventListener(“touch”, bombTouched)

Runtime:addEventListener(“enterFrame”, bomb)

sceneGroup:insert(bomb)

else

–BALLOON–

local balloon = display.newImage(“phflag.png”, startX, -300)

physics.addBody( balloon )

balloon.enterFrame = offscreen

balloon:addEventListener(“touch”, balloonTouched)

Runtime:addEventListener(“enterFrame”, balloon)

sceneGroup:insert(balloon)

end

end

addNewBalloonOrBomb()

timer.performWithDelay(500,addNewBalloonOrBomb, 0)

–TIMER–

local secondsLeft = 3 * 60  

local clockText = display.newText(“3:00”, display.contentCenterX, 50, “GROBOLD.ttf”, 40)

clockText:setFillColor( 0.7, 0.7, 1 )

local function updateTime()

secondsLeft = secondsLeft - 1

local minutes = math.floor( secondsLeft / 60 )

local seconds = secondsLeft % 60

local timeDisplay = string.format( “%02d:%02d”, minutes, seconds )

clockText.text = timeDisplay

end

local countDownTimer = timer.performWithDelay( 1000, updateTime, secondsLeft )

sceneGroup:insert(clockText)

 end

– show()

function scene:show( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

        – Code here runs when the scene is still off screen (but is about to come on screen)

    elseif ( phase == “did” ) then

        – Code here runs when the scene is entirely on screen

    end

end

– hide()

function scene:hide( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

        – Code here runs when the scene is on screen (but is about to go off screen)

    elseif ( phase == “did” ) then

        – Code here runs immediately after the scene goes entirely off screen

    end

end

– destroy()

function scene:destroy( event )

    local sceneGroup = self.view

    – Code here runs prior to the removal of scene’s view

end


– Scene event function listeners


scene:addEventListener( “create”, scene )

scene:addEventListener( “show”, scene )

scene:addEventListener( “hide”, scene )

scene:addEventListener( “destroy”, scene )


return scene

------------------pouselvl6.lua-------------------


local composer = require( “composer” )

local scene = composer.newScene()

local widget = require( “widget” ) 

local bg, soundFile, playSF, backB, muIcon, muIconB, settings, reset

local SEIcon, SEIconB, msg

local background

–local function onImageTouch (self, event)

–if event.phase == “ended” then

–composer.gotoScene(“loading”, “fade”, 800)

–return true

–end

–end

function onEventListenerMenu(event)

composer.gotoScene(“minimap”, “fade”,800)

 end

–RESTART–

function onEventListenerRestart(event)

composer.removeScene(“lvl6”);

composer.gotoScene(“lvl6”, “fade”,800)

 end

–SETTINGS–

function onEventListenerSettings(event)

composer.gotoScene(“settingsrunning”, “fade”,800)

 end

function onEventListener(event)

composer.gotoScene(“lvl6”, “fade”,800)

 end

function scene:create( event )

    local sceneGroup = self.view

background = display.newImage(“backgrounds/MENU.jpg”,480,270)

sceneGroup:insert(background)

local buttonPlay = widget.newButton({

with = 50,

height = 50,

defaultFile = “buttons/x.png”,

overFile = “buttons/xX.png”,

onEvent= onEventListener

})

buttonPlay.x = 900

buttonPlay.y = 125

sceneGroup:insert (buttonPlay)

local buttonMenu = widget.newButton({

with = 50,

height = 50,

defaultFile = “buttons/menu.png”,

overFile = “buttons/menu1.png”,

onEvent= onEventListenerMenu

})

buttonMenu.x = 480

buttonMenu.y = 250

sceneGroup:insert (buttonMenu)

local buttonRestart = widget.newButton({

with = 50,

height = 50,

defaultFile = “buttons/restart.png”,

overFile = “buttons/restart1.png”,

onEvent= onEventListenerRestart

})

buttonRestart.x = 300

buttonRestart.y = 250

sceneGroup:insert (buttonRestart)

local buttonSettings = widget.newButton({

with = 50,

height = 50,

defaultFile = “buttons/settingsLogo.png”,

overFile = “buttons/settingsLogo1.png”,

onEvent= onEventListenerSettings

})

buttonSettings.x = 660

buttonSettings.y = 250

sceneGroup:insert (buttonSettings)

–RESTART–

local myRestart = display.newText( “Restart”, 300, 350, “GROBOLD.ttf”, 40 )

myRestart:setFillColor(0,0,0)

sceneGroup:insert (myRestart)

local myMenu = display.newText( “Menu”, 480, 350, “GROBOLD.ttf”, 40 )

myMenu:setFillColor(0,0,0)

sceneGroup:insert (myMenu)

local mySettings = display.newText( “Settings”, 660, 350, “GROBOLD.ttf”, 40 )

mySettings:setFillColor(0,0,0)

sceneGroup:insert (mySettings)

–local btn = widget.newButton { label=“CLICK”}

–sceneGroup:insert(btn)

–btn:addEventListener (“tap”,changeScenes)

end

– show()

function scene:show( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

        – Code here runs when the scene is still off screen (but is about to come on screen)

    elseif ( phase == “did” ) then

        – Code here runs when the scene is entirely on screen

    end

end

– hide()

function scene:hide( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

        – Code here runs when the scene is on screen (but is about to go off screen)

    elseif ( phase == “did” ) then

        – Code here runs immediately after the scene goes entirely off screen

    end

end

– destroy()

function scene:destroy( event )

    local sceneGroup = self.view

    – Code here runs prior to the removal of scene’s view

end


– Scene event function listeners


scene:addEventListener( “create”, scene )

scene:addEventListener( “show”, scene )

scene:addEventListener( “hide”, scene )

scene:addEventListener( “destroy”, scene )


return scene

Please use code formatting… Either 

[lua] paste your code in [/lua]

or press the blue <> button in the row with Bold and Italic and paste your code in the popup window.

Also you say your’re getting a error, please describe the error? If you’re getting an error that popups up in a dialog, go to the console log window that opens behind the simulator and copy/paste the text from the window (the full error please), if it’s just not working like you hoped, please describe what you expect and what its doing.

Thanks

Rob

That post needs some help: https://forums.coronalabs.com/topic/55780-ask-a-better-question-get-a-better-answer/

formatyourcode.jpg

Also, unclear on what you mean by reset.  That isn’t a phase that composer uses.

Can you better describe what you’re doing, what you’re seeing, and what you expect to see?

Please use code formatting… Either 

[lua] paste your code in [/lua]

or press the blue <> button in the row with Bold and Italic and paste your code in the popup window.

Also you say your’re getting a error, please describe the error? If you’re getting an error that popups up in a dialog, go to the console log window that opens behind the simulator and copy/paste the text from the window (the full error please), if it’s just not working like you hoped, please describe what you expect and what its doing.

Thanks

Rob

That post needs some help: https://forums.coronalabs.com/topic/55780-ask-a-better-question-get-a-better-answer/

formatyourcode.jpg

Also, unclear on what you mean by reset.  That isn’t a phase that composer uses.

Can you better describe what you’re doing, what you’re seeing, and what you expect to see?