Sprites

– Called immediately after scene has moved onscreen:

function scene:enterScene( event )

    local group = self.view

    physics.start()

        --Movement-----------------------------------------

            

            --Move Right-- 

            isMovingRight = false 

            function enterMoveRight ( event )

                 --print(“Moving Right”)

                 if isMovingRight == true then

                      jensen_Character.x = jensen_Character.x + 5

                         jensen_Character:setSequence(“jensen_Character_right”)

                        jensen_Character:play()

                end

            

            end

            Runtime:addEventListener( “enterFrame”, enterMoveRight )

            function rightButton:touch (event)

                if ( event.phase == “began” ) then

                    isMovingRight = true

                    jensen_Character.rotation = 0             

                elseif ( event.phase == “ended” ) then

                    isMovingRight = false

                    jensen_Character.rotation = 0

                end

                return true

            end

            rightButton:addEventListener(“touch”, rightButton)

            function jensen_moveRight ()

                jensen_Character:setSequence(“jensen_Character_right”)

                jensen_Character:play()    

            end

            rightButton:addEventListener(“touch”, jensen_moveRight)

            --Move Left-- 

            isMovingLeft = false 

            function enterMoveLeft ( event )

                 --print(“Moving Left”)

                 if isMovingLeft == true then

                      jensen_Character.x = jensen_Character.x - 5

                        jensen_Character:setSequence(“jensen_Character_left”)

                        jensen_Character:play()    

                else

                    jensen_Character:pause()

  

                end

            

            end

            Runtime:addEventListener( “enterFrame”, enterMoveLeft )

            function leftButton:touch (event)

                if ( event.phase == “began” ) then

                    isMovingLeft = true

                    jensen_Character.rotation = 0

                elseif ( event.phase == “ended” ) then

                    isMovingLeft = false

                    jensen_Character.rotation = 0

                end

                return true

            end

            leftButton:addEventListener(“touch”, leftButton)

            --Move Up-- 

            isMovingUp = false 

            function enterMoveUp ( event )

                 --print(“Moving Right”)

                 if isMovingUp == true then

                      jensen_Character.y = jensen_Character.y - 5

                        jensen_Character:setSequence(“jensen_Character_back”)

                        jensen_Character:play()   

                else

                    jensen_Character:pause()   

                       

                 end

            

            end

            Runtime:addEventListener( “enterFrame”, enterMoveUp )

            function upButton:touch (event)

                if ( event.phase == “began” ) then

                    isMovingUp = true

                    jensen_Character.rotation = 0 

                elseif ( event.phase == “ended” ) then

                    isMovingUp = false

                    jensen_Character.rotation = 0

                end

                return true

            end

            upButton:addEventListener(“touch”, upButton)

            --Move Down-- 

            isMovingDown = false 

            function enterMoveDown ( event )

                 --print(“Moving Left”)

                 if isMovingDown == true then

                      jensen_Character.y = jensen_Character.y + 5

                          jensen_Character:setSequence(“jensen_Character_forward”)

                        jensen_Character:play() 

                else

                    jensen_Character:pause()

                 end

            

            end

            Runtime:addEventListener( “enterFrame”, enterMoveDown )

            function downButton:touch (event)

                if ( event.phase == “began” ) then

                    isMovingDown = true

                    jensen_Character.rotation = 0

                elseif ( event.phase == “ended” ) then

                    isMovingDown = false

                    jensen_Character.rotation = 0

                end

                return true

            end

            downButton:addEventListener(“touch”, downButton)

        jensen_Character:setSequence(“jensen_Character_forward”)

        jensen_Character:play()

    --Interactive Enviorment------------------------------------------

    function interactive_Function()

        

        if ( jensen_Character.x > 388 ) and ( jensen_Character.x < 745 ) and ( jensen_Character.y > 383) then

            live_conditional_text.text = “This  is  a  projector”

            print(“Projector Text”)

        end

    end

    timer.performWithDelay( 1000, interactive_Function, 0)

end

– Called when scene is about to move offscreen:

function scene:exitScene( event )

    local group = self.view

    

    physics.stop()

    

end

– If scene’s view is removed, scene:destroyScene() will be called just prior to:

function scene:destroyScene( event )

    local group = self.view

    

    package.loaded[physics] = nil

    physics = nil

end

Why arent my sprites running? The first frame of it shows up but doesn’t scroll through the multiple frames? Thank you!