please figure out my problem i dont get it!!
-----------------[code]-----------------
display.setStatusBar(display.HiddenStatusBar)
local storyboard = require (“storyboard”)
local scene = storyboard.newScene()
local physics = require(“physics”)
physics.start()
–== ------------[CREATESCENE]----------- ==–
function scene:createScene(event)
local bg = display.newImage(“bg.png”)
local ball
local winFlag = display.newImage(“flag.png”)
local platform
local ps1
local ps2
local winningFloor = display.newImage(“floor.png”)
local floor = display.newImage(“invisbleWall1.png”)
local lWall = display.newImage(“invisbleWall2.png”)
local rWall = display.newImage(“invisbleWall2.png”)
local ceiling = display.newImage(“invisbleWall1.png”)
floor.type = “walls”
lWall.type = “walls”
rWall.type = “walls”
ceiling.type = “walls”
floor.y = 320
ceiling.y = 0
rWall.x = 481
lWall.x = 0
physics.addBody(floor,“static”)
physics.addBody(ceiling,“static”)
physics.addBody(rWall,“static”)
physics.addBody(floor,“static”)
local gameIsOver = false
local rotateSpeed = 3.5
local rotateSpeedHole = 10
local ballBounce = 0.6
local platformFirstScale = 0.9
winningFloor:setReferencePoint(display.CenterReferencePoint)
winningFloor.x = 420
winningFloor.y = 296
winningFloor.type = “win”
physics.addBody(winningFloor,“static”)
winFlag:setReferencePoint(display.CenterReferencePoint)
winFlag.x = 420
winFlag.y = 260
winFlag.xScale = 0.7
winFlag.yScale = 0.7
end
–== ----------[ENTERSCENE]---------- ==–
function scene:enterScene(event)
–== ****************[IMPORTING OBJRCTS]**************** ==--
ball = display.newImage(“ball.png”)
platform = display.newImage(“platform_normal.png”)
ps1 = display.newImage(“platform_small.png”)
ps2 = display.newImage(“platform_small.png”)
platform:setReferencePoint(display.CenterReferencePoint)
platform.x = 108
platform.y = 40
platform.xScale = platformFirstScale
platform.yScale = platformFirstScale
physics.addBody( platform, “static”, { friction=0.5, bounce=0.3 } )
ps1:setReferencePoint(display.CenterReferencePoint)
ps1.x = 60
ps1.y = 20
ps1.xScale = platformFirstScale
ps1.yScale = platformFirstScale
physics.addBody( ps1, “static”, { friction=0.5, bounce=0.3 } )
ps2:setReferencePoint(display.CenterReferencePoint)
ps2.x = 155
ps2.y = 20
ps2.xScale = platformFirstScale
ps2.yScale = platformFirstScale
physics.addBody( ps2, “static”, { friction=0.5, bounce=0.3 } )
ball:setReferencePoint(display.CenterReferencePoint)
ball.x = 50
ball.y = 90
ball.xScale = 0.14
ball.yScale = 0.14
ball.type = “ball”
ball:addEventListener(“touch”, startPhysics)
platform:addEventListener(“touch”, startDrag)
ps1:addEventListener(“touch”, startDrag)
ps2:addEventListener(“touch”, startDrag)
ball.collision = ballCollision
ball:addEventListener(“collision”, ball)
return true
end
–== ----------[EXITSCENE]---------- ==–
function scene:exitScene(event)
end
–== ----------[DESTROYSCENE]---------- ==–
function scene:destroyScene(event)
end
– --==************************[Function]****************************+±- –
local function gameOver()
ball.isVisible = true
end
local function ballCollision(self, event)
if event.phase == “began” then
rotateSpeed = 0
if(event.target.type == “ball” and event.other.type == “walls”) then
gameOver()
end
if event.target.type == “ball” and event.other.type == “win” then
levelComplete()
end
end
if event.phase == “moved” then
rotateSpeed = 3.5
end
if event.phase == “ended” then
rotateSpeed = 3.5
end
end
local function levelComplete(event)
ball:setLinearVelocity(0,0)
end
local function rotateBall(event)
ball.rotation = ball.rotation + rotateSpeed
end
local function startDrag( event )
local t = event.target
local phase = event.phase
if “began” == phase then
display.getCurrentStage():setFocus( t )
t.isFocus = true
– Store initial position
t.x0 = event.x - t.x
t.y0 = event.y - t.y
t = transition.to( t, { xScale=1, yScale=1} )
– Make body type temporarily “kinematic” (to avoid gravitional forces)
event.target.bodyType = “kinematic”
elseif t.isFocus then
if “moved” == phase then
t.x = event.x - t.x0
t.y = event.y - t.y0
elseif “ended” == phase or “cancelled” == phase then
display.getCurrentStage():setFocus( nil )
t.isFocus = false
t:removeEventListener(“touch”,startDrag)
t:addEventListener(“touch”,rotatePlatform)
end
end
– Stop further propagation of touch event!
return true
end
local function startPhysics(event)
local phase = event.phase
if phase == “began” then
Runtime:addEventListener(“enterFrame”,rotateBall)
platform:removeEventListener(“touch”, rotatePlatform)
platform:removeEventListener(“touch”, startDrag)
ps1:removeEventListener(“touch”, rotatePlatform)
ps1:removeEventListener(“touch”, startDrag)
ps2:removeEventListener(“touch”, rotatePlatform)
ps2:removeEventListener(“touch”, startDrag)
physics.addBody(ball,{bounce = ballBounce ,radius = 18})
end
end
local function rotatePlatform(event)
local t = event.target
local phase = event.phase
if (phase == “began”) then
display.getCurrentStage():setFocus( t )
t.isFocus = true
– Store initial position of finger
t.x1 = event.x
t.y1 = event.y
elseif t.isFocus then
if (phase == “moved”) then
t.x2 = event.x
t.y2 = event.y
angle1 = 180/math.pi * math.atan2(t.y1 - t.y , t.x1 - t.x)
angle2 = 180/math.pi * math.atan2(t.y2 - t.y , t.x2 - t.x)
print("angle1 = "…angle1)
rotationAmt = angle1 - angle2
--rotate it
t.rotation = t.rotation - rotationAmt
print ("t.rotation = "…t.rotation)
t.x1 = t.x2
t.y1 = t.y2
elseif (phase == “ended”) then
t:addEventListener(“touch”, startDrag)
display.getCurrentStage():setFocus( nil )
t.isFocus = false
t:removeEventListener(“touch”, rotatePlatform)
end
end
return true
end
-------------------[EVENTLISTENERS]----------------
scene:addEventListener( “createScene”, scene )
scene:addEventListener( “enterScene”, scene )
scene:addEventListener( “exitScene”, scene )
scene:addEventListener( “destroyScene”, scene )
return scene
----------[done]-------------
error is :
File: assertion failed!
Assertion failed!
stack traceback:
[C]: ?
[C]: in function ‘assert’
?: in function ‘getOrCreateTable’
?: in function ‘addEventListener’
?: in function ‘addEventListener’
…rs/erezcsillag/Documents/ballGameCORONA/levelone.lua:107: in function <…rs/erezcsillag/Documents/ballGameCORONA/levelone.lua:71>
?: in function ‘dispatchEvent’
?: in function <?:1076>
(tail call): ?
?: in function <?:172>
?: in function <?:218>
WHAT THE HELL IS THIS!!?!!??!?!??!