Dear Scott,
Thank you very much for your reply, I am extremely appreciative of your help. I am 12 years old and this can get frustrating at times for me.
Here are the most important sections of my code:
local function sendEnemies()
timeCounter = timeCounter + 1
if((timeCounter%enemySendSpeed) == 0) then
enemyCounter = enemyCounter + 1
enemySendSpeed = enemySendSpeed - enemyIncrementSpeed
if(enemySendSpeed <= enemyMaxSendSpeed) then
enemySendSpeed = enemyMaxSendSpeed
end
local temp = math.random(1,3)
if(temp == 1) then
enemy[enemyCounter] = display.newSprite(beetle, beetleSequenceData)
elseif (temp == 2) then
enemy[enemyCounter] = display.newSprite(scorpion, scorpionSequenceData)
else
enemy[enemyCounter] = display.newSprite(vulture, vultureSequenceData)
end
enemy[enemyCounter].x = _R + 150
enemy[enemyCounter].y = _CY - (_CH * 0.1)
enemy[enemyCounter].xScale = -1
enemy[enemyCounter].id = “enemy”
enemy[enemyCounter].isFixedRotation = true
transition.to(enemy[enemyCounter], {x=_L - 50, time=enemyTravelSpeed, onComplete= function(self)
if (self~= nil) then display.remove(self); end
end})
if(temp == 1) then
physics.addBody(enemy[enemyCounter], “dynamic”, physicsData:get(“beetle”))
elseif(temp == 2) then
physics.addBody(enemy[enemyCounter], “dynamic”, physicsData:get(“scorpion”))
elseif(temp == 3) then
physics.addBody(enemy[enemyCounter], “dynamic”, physicsData:get(“vulture”))
enemy[enemyCounter].gravityScale = 0
end
enemy[enemyCounter]:setSequence(“moving”)
enemy[enemyCounter]:play()
end
end
for i=1, livesCount do
lives[i] = display.newImageRect(“heart.png”, 50, 50)
lives[i].x = _L + (i * 65) - 25
lives[i].y = _T + 50
end
function scrollMountains(self,event)
if self.x < -self.width * 0.6 then
self.x = self.width * 1.32
else
self.x = self.x - self.value
end
end
horizon.enterFrame = scrollMountains
Runtime:addEventListener(“enterFrame”, horizon)
horizon2.enterFrame = scrollMountains
Runtime:addEventListener(“enterFrame”, horizon2)
mountainback.enterFrame = scrollMountains
Runtime:addEventListener(“enterFrame”, mountainback)
mountainback2.enterFrame = scrollMountains
Runtime:addEventListener(“enterFrame”, mountainback2)
mountain.enterFrame = scrollMountains
Runtime:addEventListener(“enterFrame”, mountain)
mountain2.enterFrame = scrollMountains
Runtime:addEventListener(“enterFrame”, mountain2)
trees.enterFrame = scrollMountains
Runtime:addEventListener(“enterFrame”, trees)
trees2.enterFrame = scrollMountains
Runtime:addEventListener(“enterFrame”, trees2)
local characterOptions =
{
width = 100,
height = 126.5,
numFrames = 10,
sheetContentWidth = 500,
sheetContentHeight = 253
}
local sheet_character = graphics.newImageSheet(“girl-running.png”, characterOptions)
local sequence_character = {
{name = “run”, start = 1, count = 10, time = 800, loopCount = 0, loopDirection = “forward”}
}
local character = display.newSprite(sheet_character, sequence_character)
character.x = _L + 250
character.y = _CY - (character.height * 0.3)
character:play()
character.id = “character”
physics.addBody(character, “dynamic”, {bounce = 0})
character.isFixedRotation = true
function touchScreen(event)
if (event.phase == “began”) then
if (canJump == true) then
character:applyForce(0, -60, self.x, self.y)
end
canJump = false
end
return true
end
local function showPlayerHit()
character.alpha = 0.5
local tmr_onPlayerHit = timer.performWithDelay(1, playerHit, 1)
end
if(event.object1.id == “enemy” and event.object2.id == “character”) then
showPlayerHit()
removeOnPlayerHit(event.object1, nil)
end
if(event.object1.id == “character” and event.object2.id == “enemy”) then
showPlayerHit()
removeOnPlayerHit(nil, event.object2)
end
if(event.object1.id == “enemy” and event.object2.id == “enemy”) then
event.contact.isEnabled = false
end
if(event.object1.id == “character” and event.object2.id == “ground”) then
canJump = true
end
if(event.object1.id == “ground” and event.object2.id == “character”) then
canJump = true
end
end
Runtime:addEventListener(“enterFrame”, sendEnemies)
Runtime:addEventListener(“touch”, touchScreen)
Runtime:addEventListener(“collision”, onCollision)
I apologize if it is a lot of code.
Thank you very much for your help.
Sincerely,
Alex