unexpected symbol near "."

Sorry If I posted on the wrong section or if this has been solved before but my problem is;

My Code keeps saying unexpected symbol near ‘.’ and I have no idea what the problem is

a screeny of the error

T6J7FQj.png

Settings Code

[spoiler]

– Created by: Nick Porter

– Created on: Dec 2013

– Created for: ICS2O

– This program display Settings


– Settings.lua


local storyboard = require( “storyboard” )

local scene = storyboard.newScene()

local backgroundImage

display.setDefault(“background”,225,225, 225)

storyboard.purgeOnSceneChange = true

display.setStatusBar(display.HiddenStatusBar)

– local functions go here

– When sound is touched

function onImageTouch(self, event)

 if(event.phase == “began”) then

  

    if (soundOn.isVisible == true) 

    then

         soundOn.isVisible = false

        soundOff.isVisible = true

    else

        soundOn.isVisible = true

        soundOff.isVisible = false

    end

end

return true

end

– When music is touched

function onImageTouch(self, event)

if(event.phase == “began”) then

    if (musicOn.isVisible == true) 

    then

         musicOn.isVisible = false

        musicOff.isVisible = true

    else

        musicOn.isVisible = true

        musicOff.isVisible = false

    end

 end

 return true

end

– When notifications is touched

function onImageTouch(self, event)

 if(event.phase == “began”) then

    if (notificationsOn.isVisible)     

    then

        notificationsOn.isVisible = false

        notificationsOff.isVisible = true

    else

         notificationsOn.isVisible = true

        notificationsOff.isVisible = false   

    end

end

return true

end

local function backButtonTouch(event)

    if(event.phase  == “ended”) then

        storyboard.gotoScene(‘MainMenu’)

    end

end

local backgroundImage = display.newImageRect("./images/background.png" , 1024, 768)

backgroundImage.x = display.contentWidth/2

backgroundImage.y = display.contentHeight/2

group:insert(backgroundImage)

local sound = display.newImageRect("./images/sound.png", 176,88)

sound.x = 500

sound.y = 200

group:insert(sound)

sound.touch = onImageTouch

sound:addEventListener(“touch”, image) 

local soundOff = display.newImageRect("./images/off.png", 91,52)

soundOff.x = 500

soundOff.y = 300

group:insert(soundOff)

local soundOn = display.newImageRect("./images/on.png", 91,52)

soundOn.x = 500

soundOn.y = 300

group:insert(soundOn)

local music = display.newImageRect("./images/music.png", 176,88)

music.x = 500

music.y = 400

group:insert(music)

music.touch = onImageTouch

music:addEventListener(“touch”, image) 

local musicOff = display.newImageRect("./images/off.png", 91,52)

musicOff.x = 500

musicOff.y = 500

group:insert(musicOff)

local musicOn = display.newImageRect("./images/on.png", 91,52)

musicOn.x = 500

musicOn.y = 500

 group:insert(musicOn)

local notifications = display.newImageRect("./images/notifications.png", 176,88)

notifications.x = 500

notifications.y = 600

 group:insert(notifications)

notifications.touch = onImageTouch

notifications:addEventListener(“touch”, image) 

local notificationsOff = display.newImageRect("./images/off.png", 91,52)

notificationsOff.x = 500

notificationsOff.y = 700

 group:insert(notificationsOff)

local notificationsOn = display.newImageRect("./images/on.png", 91,52)

notificationsOn.x = 500

notificationsOn.y = 700

 group:insert(notificationsOn)

 local backButton = display.newImageRect("./images/backButton.png", 176, 176)

 local backButton.x = 100

 local backButton.y = 650

 backButton.isVisible = true

 returnButton:addEventListener ( “touch”, backButton )

 group:insert(backButton)


– 

–      NOTE:

–      

–      Code outside of listener functions (below) will only be executed once,

– 



– BEGINNING OF YOUR IMPLEMENTATION


– Called when the scene’s view does not exist:

function scene:createScene( event )

    local group = self.view

    

    -----------------------------------------------------------------------------

            

    –      CREATE display objects and add them to ‘group’ here.

    –      Example use-case: Restore ‘group’ from previously saved state.

    

    -----------------------------------------------------------------------------

end

– Called immediately after scene has moved onscreen:

    function scene:enterScene( event )

    local group = self.view

    print( “1: enterScene event” )

    -----------------------------------------------------------------------------

    –      INSERT code here (e.g. start timers, load audio, start listeners, etc.)

    

    -----------------------------------------------------------------------------

end

– Called when scene is about to move offscreen:

function scene:exitScene( event )

print( “1: exitScene event” )

    -----------------------------------------------------------------------------

    

    –      INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)

    

    -----------------------------------------------------------------------------

                 

end

– Called prior to the removal of scene’s “view” (display group)

function scene:destroyScene( event )

    local group = self.view

    print( “((destroying scene 1’s view))” )

       


–      INSERT code here (e.g. remove listeners, widgets, save state, etc.)


        

end


– END OF YOUR IMPLEMENTATION


– “createScene” event is dispatched if scene’s view does not exist

scene:addEventListener( “createScene”, scene )

– “enterScene” event is dispatched whenever scene transition has finished

scene:addEventListener( “enterScene”, scene )

– “exitScene” event is dispatched before next scene’s transition begins

scene:addEventListener( “exitScene”, scene )

– “destroyScene” event is dispatched before view is unloaded, which can be

– automatically unloaded in low memory situations, or explicitly via a call to

– storyboard.purgeScene() or storyboard.removeScene().

scene:addEventListener( “destroyScene”, scene )


return scene

[/spoiler]

Main Menu Code]

[spoiler]

– Created by: Jason Damasco

– Created on: Nov 2013

– Created for: ICS2O

– This program display Main Menu


– MainMenu.lua


local storyboard = require( “storyboard” )

local scene = storyboard.newScene()

local backgroundImage

display.setDefault(“background”,225,225, 225)

storyboard.purgeOnSceneChange = true

display.setStatusBar(display.HiddenStatusBar)

– local functions go here

local function playButtonTouch(event)

    if(event.phase  == “ended”) then

        storyboard.gotoScene(‘Game’)

    end

end

local function settingsButtonTouch(event)

    if(event.phase  == “ended”) then

        storyboard.gotoScene(‘Settings’)

    end

end


– 

–      NOTE:

–      

–      Code outside of listener functions (below) will only be executed once,

– 



– BEGINNING OF YOUR IMPLEMENTATION


– Called when the scene’s view does not exist:

function scene:createScene( event )

    local group = self.view

    

    -----------------------------------------------------------------------------

            

    –      CREATE display objects and add them to ‘group’ here.

    –      Example use-case: Restore ‘group’ from previously saved state.

    

    -----------------------------------------------------------------------------

                

    local backgroundImage = display.newImageRect("./images/background.png" , 1024, 768)

    backgroundImage.x = display.contentWidth/2

    backgroundImage.y = display.contentHeight/2

    group:insert(backgroundImage)

       

    local titleImage = display.newImageRect ("./images/mainMenu.png", 1024, 768)

    local myImageWidth = titleImage.width

    local myImageHeight = titleImage.height

    titleImage.x = 575

    titleImage.y = 400

    group:insert(titleImage)

    local playButton = display.newImageRect ("./images/playButton.png", 176, 88)

    local playButtonWidth = playButton.width

    local playButtonHeight = playButton.height

    playButton:addEventListener ( “touch”, playButtonTouch )

    playButton.x = 515

    playButton.y = 300

    group:insert(playButton)

    local settingsButton = display.newImageRect ("./images/settings.png", 176, 176)

    local settingsButtonWidth = settingsButton.width

    local settingsButtonHeight = settingsButton.height

    settingsButton:addEventListener ( “touch”, settingsButtonTouch )

    settingsButton.x = 85

    settingsButton.y = 689

    group:insert(settingsButton)

end

– Called immediately after scene has moved onscreen:

function scene:enterScene( event )

    local group = self.view

    print( “1: enterScene event” )

    -----------------------------------------------------------------------------

            

    –      INSERT code here (e.g. start timers, load audio, start listeners, etc.)

    

    -----------------------------------------------------------------------------

end

– Called when scene is about to move offscreen:

function scene:exitScene( event )

print( “1: exitScene event” )

    -----------------------------------------------------------------------------

    

    –      INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)

    

    -----------------------------------------------------------------------------

                 

end

– Called prior to the removal of scene’s “view” (display group)

function scene:destroyScene( event )

    local group = self.view

    print( “((destroying scene 1’s view))” )

       


–      INSERT code here (e.g. remove listeners, widgets, save state, etc.)


        

end


– END OF YOUR IMPLEMENTATION


– “createScene” event is dispatched if scene’s view does not exist

scene:addEventListener( “createScene”, scene )

– “enterScene” event is dispatched whenever scene transition has finished

scene:addEventListener( “enterScene”, scene )

– “exitScene” event is dispatched before next scene’s transition begins

scene:addEventListener( “exitScene”, scene )

– “destroyScene” event is dispatched before view is unloaded, which can be

– automatically unloaded in low memory situations, or explicitly via a call to

– storyboard.purgeScene() or storyboard.removeScene().

scene:addEventListener( “destroyScene”, scene )


return scene

[/spoiler]

And If anyone could help me with the “gotoScene” error that would be great!  :smiley:

At first glance, what is the “.” for in your rect lines?
example: local backgroundImage = display.newImageRect("./images/background.png" , 1024, 768)
Why do you have this " ./ "?

try getting rid of the period and forward slash: local backgroundImage = display.newImageRect(“images/background.png” , 1024, 768)

-Saer

At first glance, what is the “.” for in your rect lines?
example: local backgroundImage = display.newImageRect("./images/background.png" , 1024, 768)
Why do you have this " ./ "?

try getting rid of the period and forward slash: local backgroundImage = display.newImageRect(“images/background.png” , 1024, 768)

-Saer