Hi kind community , i have some problems with the algorithm of appearance my white bricks in black field. Il explain this.
This how it looks now

And this how i expect it would like (photoshoped)

White blocks must appear in the right of the screen and go to the left , replacing black bricks.
There is my code :

Field = class()
function Field:init()
-- you can accept and set parameters here
self.field = {}
self.posrand = {}
self.w = 10
self.h = 3
self.bpos = HEIGHT/2
end
function Field:draw()
-- Codea does not automatically call this method
for x = 1,self.w do
self.field[x] = {}
for y = 1,self.h do
-- i dont know how, but this makes bricks stand up like a field
self.field[x][y] = vec2(x*110-55,150+y*110)
table.insert(poslimit,self.field[x][y])
end
pushStyle()
for k,v in pairs(self.field[x]) do
sprite("Documents:ColorunBrickBlackSharp",v.x,v.y,1024/4,768/4)
end
popStyle()
end
end
function Field:touched(touch)
-- Codea does not automatically call this method
end

white blocks appears (randomly) in the right and go to the left, every block must contact with previous block. Then white blocks moves to the right, they moves above black blocks, so white blocks makes path, where you run (you can see what i mean in the top of the post)

@lupino8211 Is this what youâ€™re after. Tap above the squares to move the circle up. Tap below to move it down. The circle changes color from green to red if it lands on a black square. You can change the speed with the parameters slider. A lower value increases the speed of the squares.

displayMode(FULLSCREEN)
supportedOrientations(LANDSCAPE_ANY)
function setup()
rectMode(CENTER)
parameter.integer("speed",10,120,45)
tab={}
size=40
for x=1,size do
tab[x]={}
for y=1,3 do
tab[x][y]=0
end
end
x=1
y=2
tab[x][y]=1
while x<size do
path()
end
count=0
playerX=1
playerY=2
end
function draw()
background(79, 140, 149, 255)
fill(0)
count=count+1
for y1=1,3 do
for x1=1,size do
if tab[x1][y1]==0 then
fill(0)
else
fill(255)
end
rect((x1)*50,300+y1*50,48,48)
end
end
if count>speed then
count=0
if nextCol then
for z=1,size-1 do
tab[z][1]=tab[z+1][1]
tab[z][2]=tab[z+1][2]
tab[z][3]=tab[z+1][3]
end
tab[size][1]=0
tab[size][2]=0
tab[size][3]=0
x=x-1
end
end
if x<size then
path()
end
fill(0,255,0)
if tab[playerX][playerY]~=1 then
fill(255,0,0)
end
ellipse(playerX*50,300+playerY*50,30)
end
function path()
local x1
local y1
done=false
nextCol=false
while not done do
local p=math.random(3)
if p==1 then
x1=x
y1=y+1
end
if p==2 then
x1=x+1
y1=y
end
if p==3 then
x1=x
y1=y-1
end
if y1>0 and y1<4 then
if tab[x1][y1]==0 then
tab[x1][y1]=1
done=true
x=x1
y=y1
if p==2 then
nextCol=true
end
end
end
end
end
function touched(t)
if t.state==BEGAN then
if t.y>300 then
playerY=playerY+1
if playerY>3 then
playerY=3
end
else
playerY=playerY-1
if playerY<1 then
playerY=1
end
end
end
end