i was triying to follow this tutorial http://www.youtube.com/watch?v=6TsDdLY7VXk but i have always the same error and i try to do what they say but i am very newbie and i don’t now,if i do it fine but the screen didn’t do what in tutorial do… i want that when all the balls are exploitt and you have time remain you win and you lose when you can’t exploit all the balls in the time the is myy code
i hope you can help me …this is my code (sorry for the bad english i am from venezuela)
[code]
o = 0;
time_remain = 10;
time_up = false;
ready = false;
total_balls = 25
–set music
local pop_sound = audio.loadSound(“pop.mp3”)
local win_sound = audio.loadSound(“win.mp3”)
local display_txt = display.newText(“Wait”, 0, 0, native.sistemFont, 16*2);
display_txt.xScale = .5; display_txt.yScale = .5;
display_txt:setReferencePoint(display.bottomLeftReferencePoint);
display_txt.x = 20; display_txt.y = display.contentHeight-20;
local countdowntxt = display.newText(time_remain, 0, 0, native.systemFont, 16*2);
countdowntxt.xScale = .5; countdowntxt.yScale = .5 ;
countdowntxt:setReferencePoint(display.BottomRigthReferencePoint) ;
countdowntxt.x = display.contentWidth-20; countdowntxt.y = display.contentHeight-20;
– add physics engine, start up the engine, and apply gravity
local physics = require(“physics”)
physics.start()
– Set gravity to act “down” (ie, toward the bottom of the device )
physics.setGravity (0, 9)
–set wall image and position
local wall= display.newImage(“bara.png”)
wall.x = display.contentWidth/99,9
–turn wall into physics body
physics.addBody(wall,“static”)
–set wally image and position
local wally = display.newImage(“bara.png”)
wally.x = display.contentWidth/1
–turn wally into physics body
physics.addBody(wally,“static”)
–add floor image and position
local floor = display.newImage(“bar.png”)
floor.y = display.contentHeight/1
– turn floor into physics body
physics.addBody(floor,“static”)
local function trackBalls (obj)
obj:removeSelf()
o = o-1;
if(o == 0) then
audio.play(win_sound);
timer.cancel(gametimer);
end
end
local function countDown(e)
if(time_remain == 10) then
ready = true;
display_txt.text = “Go”;
end
time_remain = time_remain-1;
countdowntxt.text = time_remain;
end
–set ball to stage and position
local function spawnBall()
local ball =display.newImage(“bead2.png”)
ball.x = math.random ( 320 )
ball.y = -100
– turn ball into physics body
physics.addBody(ball,{bounce = 0.1 } )
function ball:touch(e)
if(ready == true ) then
if(e.phase == “ended”) then
–play pop
audio.play(pop_sound)
–remove the balls
trackBalls(self);
end
end
return true;
end
–increment o for every ball created
o = o+1;
ball:addEventListener(“touch”, ball) ;
–if all balls created, start the game timer
if(o == total_balls) then
gametmr = timer.performWithDelay(1000, countDown, 10 );
else
ready = false;
end
end
timer.performWithDelay( 20,spawnBall,total_balls)
[import]uid: 179948 topic_id: 31681 reply_id: 331681[/import]