Triggering Event via CurrentScore

​Hello, I’m a newbie and I am working on a side scrolling rhythm game. 

The section where I am having trouble wrapping my head around now is getting the current score to trigger an event, which is prompting a spritesheet to count to the next frame. I found a code with similar concept by Rob Miracle, which is a health bar code. I was trying to modify it, but I messed it up instead, so I restarted that part again.

Basically what I want is:

Every +20 of currentScore, Balloon count=1. 

So the ballon expands the more score the player gets. 

I have parts of the code here, let me know what I can do, or if there is a more efficient way, please do teach me:

[lua]

local currentScore 

–Inflating Balloon Spritesheet options

local boptions = { width=82, height=113, numFrames=12 }

local balloon= (“images/balloonexpand.png”)

local balloonSheet = graphics.newImageSheet( balloon, boptions )

balloon.anchorX = 0.0

balloon.anchorY = 0.0

balloon.x = display.contentCenterX -27

balloon.y = display.contentCenterY -170

local balloonSprite = display.newSprite( balloonSheet)

–Health bar code for tweaking

local lifeIcons = {}

local lives = 5

local maxLives = 5

lifeBar[0] = display.newSprite(“balloonSheet, {name=“balloon”, start=1, count=1, time=0}”)

lifeBar[1] = display.newSprite(“balloonSheet, {name=“balloon”, start=2, count=1, time=0}”)

lifeBar[2] = display.newSprite(“balloonSheet, {name=“balloon”, start=3, count=1, time=0}”)

lifeBar[3] = display.newSprite(“balloonSheet, {name=“balloon”, start=4, count=1, time=0}”)

lifeBar[4] = display.newSprite(“balloonSheet, {name=“balloon”, start=5, count=1, time=0}”)

lifeBar[5] = display.newSprite(“balloonSheet, {name=“balloon”, start=6, count=1, time=0}”)

local i

for i = 1, maxLives do

   lifeBar[i].x = 10

   lifeBar[i].y = 30

   lifeBar[i].isVisible = false

end

lifeBar[lives].isVisible = true

if lives > 0 then

   lifeBar[lives].isVisible = false

   lives = lives - 1

   lifeBar[lives].isVisible = true

end

–Increase CurrentScore per enemy touch

local function handleEnemyTouch( event )

   if event.phase == “began” then

      media.playEventSound( clickedSound )

      pop = display.newImage(“images/pop.png”, event.x,event.y)

      event.target: removeSelf( )

      currentScore = currentScore + 10

      currentScoreDisplay.text = string.format( “%06d”, currentScore )

      local function removePop( event )

         pop:removeSelf( )

      end

      timer.performWithDelay(100, removePop)

   end

end

[/lua]

Thank you!

Do you know how sprites work? You could make a function so that every function the sprite starts and makes the balloon bigger.

Do you know how sprites work? You could make a function so that every function the sprite starts and makes the balloon bigger.