restart screen fail .

I’m working on the restart screen for my app . I have a play button that is supposed to take me back to the game .it is displayed but when I press it it does nothing .however no error is displayed in the cmd prompt .

Cmd prompt:

Windows simulator build date: May 27 2015 @ 18:15:50

Copyright © 2009-2015  C o r o n a   L a b s   I n c .
        Version: 3.0.0
        Build: 2015.2646
Platform: SM-G900S / x64 / 6.2 / Intel® HD Graphics / 4.0.0 - Build 10.18.10.3
408 / 2015.2646
Loading project from:   c:\users\true\documents\corona projects\bouncy blocks
Project sandbox folder: C:\Users\True\AppData\Roaming\Corona Labs\Corona Simulat
or\Sandbox\bouncy blocks-C116AB3B868BE13E671AF11DFB4D395F\Documents
WARNING: display.setStatusBarMode() not supported in the simulator for SM-G900S
device

level1.lua:

local storyboard = require( "storyboard" ) local scene = storyboard.newScene() local composer = require( "composer" ) function scene:createScene( event ) local group = self.view local physics = require( "physics" ) physics.start() physics.setGravity(0, 40) -- 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 ground.myName = "ground" ground.isGround = true 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 myObject.isMyObject = true physics.addBody( myObject, "kinematic" , { myObject, friction=0.5, bounce=2 } ) -- 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=0.5 } ) 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=0.5 } ) 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=0.5 } ) 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=0.5 } ) 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=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = 50, -49 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x, wall.y = 135, -49 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x = 232 wall.y = -49 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) local wall = display.newImageRect( "wall.png", 100, 10 ) wall.x = 335 wall.y = -49 physics.addBody( wall, "static" , { wall, friction=0.5, bounce=0.5 } ) 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=0.5 } ) 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=0.5 } ) 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=0.5 } ) 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=0.5 } ) 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=0.5 } ) local block = display.newImage( "block.png" ) block.rotation = 8 block.x = 200 block.myName = "block" block.isBlock = true physics.addBody( block, "dynamic" , { block, friction=0.5, bounce=0.5 } ) local function onCollision( self, event ) local other = event.other if( event.phase == "began" and self.isBlock and other.isGround ) then timer.performWithDelay( 30, function() composer.gotoScene ( "restart", "fade", 500 ); end) self:removeEventListener( "collision" ) end return true end block.collision = onCollision block:addEventListener( "collision" ) local block2 = display.newImage( "block2.png" ) block2.rotation = 8 block2.x = 100 block2.isBlock2 = true physics.addBody( block2, "dynamic" , { block2, friction=0.5, bounce=0.5 } ) local function onCollision( self, event ) local other = event.other if( event.phase == "began" and self.isBlock2 and other.isGround ) then timer.performWithDelay( 30, function() composer.gotoScene ( "restart", "fade", 500 ); end) self:removeEventListener( "collision" ) end return true end block2.collision = onCollision block2:addEventListener( "collision" ) group:insert(background) group:insert(ground) group:insert(myObject) 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

restart.lua:

local composer = require( "composer" ) local scene = composer.newScene() local storyboard = require( "storyboard" ) function scene:create( event ) local sceneGroup = self.view end -- 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 local loseTxt = display.newImageRect( "loseTxt.png", 335, 200 ) loseTxt.x = 160 loseTxt.y = 30 -- display play button image local button = display.newImageRect( "button.png", 110, 80 ) button.x = 160 button.y = 300 function button:touch(event) if event.phase == "ended" then storyboard.gotoScene("level1", "fade", 200) end return true end button:addEventListener("touch", button) scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) return scene 

Thank you for your help.

You are using both storyboard and composer, which is confusing. They are both basically the same thing, only composer is the newer one and will be supported into the future. There is no need to use the two, just stick with composer. Anywhere you’ve got storyboard written, just change it to composer, and I think it should work.

You are using both storyboard and composer, which is confusing. They are both basically the same thing, only composer is the newer one and will be supported into the future. There is no need to use the two, just stick with composer. Anywhere you’ve got storyboard written, just change it to composer, and I think it should work.