How to creat a main menu with a select botton

Pleas can any one help me i want to creat a main menu with a select botton but i dont now what is the code and i want it 3 select bouttun firs eazy go to eazy game normal go normal game hard go to hard game i have a gift for the best answer

I think this is what you’re after. I tried to make it as generic as I could and also allow you to change the text, colors, font, size, and locations without very much trouble. In the touched function you can replace the print statements to do whatever you want when that option is selected. I have the display set so you can see the print statements when you select an option. You can uncomment the displayMode to display it in fullscreen mode when this is added to your code. If you have any questions, just ask.


-- menu1

function setup()
    --displayMode(FULLSCREEN)
    supportedOrientations(PORTRAIT)        -- set for portrait mode
end

function draw()
    menu() 
end

function menu()
    background(0,0,200)  
    
    w=WIDTH/2            -- set width value
    eh=HEIGHT-400        -- set height of different options
    nh=HEIGHT-600        -- eh easy, nh normal, hh hard
    hh=HEIGHT-800
     
    font("Zapfino")        -- set font used
    fontSize(48)            -- set font size
    fill(255,0,0)            -- set font color
    
    menuTitle1="Main Menu"            -- main title
    menuTitle2="Select Option"    
    text(menuTitle1,w,HEIGHT-100)     -- display titles 
    text(menuTitle2,w,HEIGHT-200)      
 
    fill(0,255,0)           -- set easy values
    t1="Easy"
    text(t1,w,eh)
    w1,h1=textSize(t1)     -- width and height of easy text 
     
    t2="Normal"            -- set normal values
    text(t2,w,nh)
    w2,h2=textSize(t2)      -- width and height of normal text
    
    t3="Hard"                -- set hard values
    text(t3,w,hh)  
    w3,h3=textSize(t3)      -- width and height of hard text  
end

function touched(t)
    if t.state==BEGAN then
        if t.x>w-w1/2 and t.x<w+w1/2 and t.y>eh-h1/2 and t.y<eh+h1/2 then
            print("easy option selected")    -- call easy routine here
        end
        if t.x>w-w2/2 and t.x<w+w2/2 and t.y>nh-h2/2 and t.y<nh+h2/2 then
            print("normal option selected")    -- call normal routine here
        end        
        if t.x>w-w3/2 and t.x<w+w3/2 and t.y>hh-h3/2 and t.y<hh+h3/2 then
            print("hard option selected")    -- call hard routine here
        end  
    end  
end

I want the eazy bouttun go to eazy game and he hard bottun go to the hard game and the normal game

I well give you the eazy and the normal and the hard games

And can you ad for mr the code i want all this thing in on app
Pleas help me

--# CloudLevels
CloudLevels = class()

CULLPADDING = 300

function CloudLevels:init()
    -- you can accept and set parameters here
    self.clouds = {}
    self.nextCloudHeight = 81
end

function CloudLevels:generateNextCloud()
    cloud = Cloud()
    cloud.position = vec2(math.random(-WIDTH/2,WIDTH/2),
                          self.nextCloudHeight)
    
    table.insert(self.clouds, cloud)
    
    self.nextCloudHeight = self.nextCloudHeight + math.random(150,300)
end

function CloudLevels:cullClouds(floor)
    for i,v in ipairs(self.clouds) do
        if v.position.y < floor then
            table.remove(self.clouds,i)
        end
    end
end

function CloudLevels:isColliding(pos)
    for i,v in ipairs(self.clouds) do
        if v:isColliding(pos) then
            return true
        end
    end
    
    return false
end

function CloudLevels:update(cam)
    curHeight = -cam.y + HEIGHT + CULLPADDING
    
    if curHeight > self.nextCloudHeight then
        self:generateNextCloud()
    end
    
    self:cullClouds(-cam.y - CULLPADDING)
end

function CloudLevels:draw()
    -- Codea does not automatically call this method
    for i,v in ipairs(self.clouds) do
        v:draw()
    end
end

function CloudLevels:touched(touch)
    -- Codea does not automatically call this method
end

--# Cloud
Cloud = class()

function Cloud:init()
    -- you can accept and set parameters here
    self.shapes = {}
    self.position = vec2(0,0)
    
    -- Generate random cloud
    numCircles = math.random(4, 5)
    spacing = 30
    
    for i = 1,numCircles do
        x = i * spacing - ((numCircles/2)*spacing)
        y = (math.random() - 0.5) * 30
        rad = math.random(spacing, 2*spacing)     
        table.insert(self.shapes, {x=x, y=y, r=rad})
    end
    
    self.width = numCircles * spacing + spacing
end

function Cloud:isColliding(pos)
    startp = self.position.x - self.width/2
    endp = self.position.x + self.width/2
    
    if pos.x < endp and pos.x > startp and
       pos.y < (self.position.y + 30) and
       pos.y > (self.position.y + 10) then
        return true
    end
    
    return false
end

function Cloud:draw()
    pushStyle()
    pushMatrix()
    
    translate(self.position.x, self.position.y)
    
    noStroke()
    ellipseMode(RADIUS)
    fill(167, 190, 221, 255)
    
    for i,s in ipairs(self.shapes) do
        ellipse(s.x, s.y - 5, s.r)
    end
    
    fill(255, 255, 255, 255)
    
    for i,s in ipairs(self.shapes) do
        ellipse(s.x, s.y + 5, s.r)
    end
    
    popMatrix()
    popStyle()
end


--# Super_sponge
Girl = class()

function Girl:init()
    -- you can accept and set parameters here
    self.position = vec2(0,0)
    self.velocity = vec2(0,0)
end

function Girl:jump(power)
    sound(SOUND_JUMP)
    self.velocity = self.velocity + vec2(0,power)
end

function Girl:computeVelocity()
    gravity = vec2(Gravity.x, math.min(Gravity.y,-1)):normalize()
    gravity = gravity * 15
    friction = math.min(self.position.y, 1)
    return self.velocity + gravity * friction
end

function Girl:update()
    self.position = self.position + self:computeVelocity()
    
    -- Clamp y position
    -- (so you don't go through ground)
    self.position.y = math.max(self.position.y,0)
    
    -- Clamp x position
    self.position.x = math.max(self.position.x,-WIDTH/2)
    self.position.x = math.min(self.position.x,WIDTH/2)
    
    -- Dampen velocity
    self.velocity = self.velocity * 0.98
end

function Girl:isFalling()
    return self:computeVelocity().y < 0
end

function Girl:draw()
    self:update()
    
    pushMatrix()
    
    translate(self.position.x, self.position.y)
    
    sprite("Documents:sponge bob", 0, 0)
    
    
    popMatrix()
end

--# Main


function setup()
    sprite("Documents:sponge bob icon app",WIDTH/2,HEIGHT/2)
    clouds = CloudLevels()
    
    girl = Girl()
    girl.position = vec2(0, 0)
end

-- This function gets called once every frame
function draw()
    background(0, 234, 255, 255)
    displayMode(FULLSCREEN)
 --   backingMode(RETAINED)
    -- Center the camera on the girl character
    camPos = vec2(WIDTH/2, 
                  math.min(HEIGHT/2 - girl.position.y, 140))
    translate(camPos.x,camPos.y)
    
    -- Draw ground
    for i = 1,8 do
        sprite("Documents:jelly fish", -WIDTH/2-70 + 125*i, -95)
    end
        clouds:update(camPos)
    
    clouds:draw()
    girl:draw()
    
    if clouds:isColliding(girl.position) and
       girl:isFalling() then
        girl:jump(math.random(30,60))
    end
end

function touched(touch)
    if touch.tapCount == 1 and 
       girl.position.y == 0 then
        girl:jump(40)
    end
end

-- this is the eazy game and i well give you another two app

you would need toto use finite state machines. in your setup() function put:

gameState = "menu"

If you have three seperate classes for the “easy,normal, and hard” parts of your game (even if you don’t you can apply the same principles to this) then add this in the draw() function:

if gameState == "menu" then
     menu()
elseif gameState == "easy" then
     gameEasy:draw()
elseif gameState == "norm" then
     gameNormal:draw()
elseif gameState == "hard" then
     gameHard:draw()

So if you use the @dave1707 's code then instead of using the print action you would change the “gameState” part. As in:

-- print("easy option selected")        <----- get rid of this and put
gameState = "easy"

Is this what you wanted?

Kid you need to put three squiggly lines before and after your code, not several times in the middle makes it hard to read

~~ ← three of these here

[CODE]

~~ three more

Sweet, it is the Lua Jump example with Spongebob graphics. Destined to be a bestseller as long as Nickelodeon doesn’t get angry. I ran out of lunch break before I could finish coding the solution, which is a bummer as I LOVE GIFTS. Maybe I will have time to get this done before anyone else gets to it. (crosses fingers.)

(I’ve edited the code post and put in the “fences” as RichGala1 explains.)

I’ve rewritten it with a menu, and even have implemented hard and medium by making the jump less powerful. I feel best answer is definitely mine, woot.

--# CloudLevels 
CloudLevels = class()

CULLPADDING = 300

function CloudLevels:init() -- you can accept and set parameters here 
    self.clouds = {} 
    self.nextCloudHeight = 81 
end

function CloudLevels:generateNextCloud() 
    cloud = Cloud() 
    cloud.position = vec2(math.random(-WIDTH/2,WIDTH/2), self.nextCloudHeight)

    table.insert(self.clouds, cloud)

    self.nextCloudHeight = self.nextCloudHeight + math.random(150,300)
end

function CloudLevels:cullClouds(floor) 
    for i,v in ipairs(self.clouds) do 
        if v.position.y < floor then 
            table.remove(self.clouds,i) 
        end 
    end 
end

function CloudLevels:isColliding(pos) 
    for i,v in ipairs(self.clouds) do 
        if v:isColliding(pos) then 
            return true 
        end 
    end
    return false
end

function CloudLevels:update(cam) 
    curHeight = -cam.y + HEIGHT + CULLPADDING

    if curHeight > self.nextCloudHeight then
        self:generateNextCloud()
    end
    self:cullClouds(-cam.y - CULLPADDING)
end

function CloudLevels:draw() -- Codea does not automatically call this method 
    for i,v in ipairs(self.clouds) do 
        v:draw() 
    end 
end

function CloudLevels:touched(touch) -- Codea does not automatically call this method
    
end

--# Cloud 
Cloud = class()

function Cloud:init() -- you can accept and set parameters here 
    self.shapes = {} 
    self.position = vec2(0,0)

    -- Generate random cloud
    numCircles = math.random(4, 5)
    spacing = 30

    for i = 1,numCircles do
        x = i * spacing - ((numCircles/2)*spacing)
        y = (math.random() - 0.5) * 30
        rad = math.random(spacing, 2*spacing)     
        table.insert(self.shapes, {x=x, y=y, r=rad})
    end
    
    self.width = numCircles * spacing + spacing
end

function Cloud:isColliding(pos) 
    startp = self.position.x - self.width/2 
    endp = self.position.x + self.width/2

    if pos.x < endp and pos.x > startp and
       pos.y < (self.position.y + 30) and
       pos.y > (self.position.y + 10) then
        return true
    end
    return false
end

function Cloud:draw() 
    pushStyle() 
    pushMatrix()
    translate(self.position.x, self.position.y)

    noStroke()
    ellipseMode(RADIUS)
    fill(167, 190, 221, 255)

    for i,s in ipairs(self.shapes) do
        ellipse(s.x, s.y - 5, s.r)
    end

    fill(255, 255, 255, 255)

    for i,s in ipairs(self.shapes) do
        ellipse(s.x, s.y + 5, s.r)
    end

    popMatrix()
    popStyle()
end

--# Super_sponge 
Girl = class()

function Girl:init() -- you can accept and set parameters here 
    self.position = vec2(0,0) 
    self.velocity = vec2(0,0) 
end

function Girl:jump(power) 
    sound(SOUND_JUMP) 
    local pow = power
    if difficulty == "medium" then pow = pow - 10 end
    if difficulty == "hard" then pow = pow - 15 end
    self.velocity = self.velocity + vec2(0,pow)
end

function Girl:computeVelocity()
    gravity = vec2(Gravity.x, math.min(Gravity.y,-1)):normalize() 
    gravity = gravity * 15
    friction = math.min(self.position.y, 1) 
    return self.velocity + gravity * friction 
end

function Girl:update() 
    self.position = self.position + self:computeVelocity()

    -- Clamp y position
    -- (so you don't go through ground)
    self.position.y = math.max(self.position.y,0)
    
    -- Clamp x position
    self.position.x = math.max(self.position.x,-WIDTH/2)
    self.position.x = math.min(self.position.x,WIDTH/2)
    
    -- Dampen velocity
    self.velocity = self.velocity * 0.98
end

function Girl:isFalling() 
    return self:computeVelocity().y < 0 
end

function Girl:draw()
    self:update()
    pushMatrix()
    translate(self.position.x, self.position.y)
    sprite("Planet Cute:Character Boy", 0, 0)
    popMatrix()
end

--# Main

function setup() 
    displayMode(FULLSCREEN)
    sprite("Planet Cute:Icon",WIDTH/2,HEIGHT/2) 
    clouds = CloudLevels()
    girl = Girl()
    girl.position = vec2(0, 0)
    gameState = "menu"
    difficulty = "easy"
end

-- This function gets called once every frame 
function draw() 
    if gameState == "menu" then
        background(41, 196, 210, 255) 
        displayMode(FULLSCREEN) 
        fill(64, 64, 64, 255)
        rect(WIDTH/2-100,500,200,50)
        rect(WIDTH/2-100,400,200,50)
        rect(WIDTH/2-100,300,200,50)
        fill(255, 255, 255, 255)
        text("Main Menu", WIDTH/2, 600)
        text("Easy", WIDTH/2, 525)
        text("Medium", WIDTH/2, 425)
        text("Hard", WIDTH/2, 325)      
    elseif gameState == "playing" then
        background(0, 234, 255, 255) 
        displayMode(FULLSCREEN) 
        -- backingMode(RETAINED) 
        -- Center the camera on the girl character 
        camPos = vec2(WIDTH/2, math.min(HEIGHT/2 - girl.position.y, 140)) 
        translate(camPos.x,camPos.y)
    
    -- Draw ground
        for i = 1,8 do
            sprite("Planet Cute:Enemy Bug", -WIDTH/2-70 + 125*i, -95)
        end
        clouds:update(camPos)
        clouds:draw()
        girl:draw()
        if clouds:isColliding(girl.position) and girl:isFalling() then
            girl:jump(math.random(30,60))
        end
    end
end

function touched(touch) 
    if gameState == "menu" then
        if touch.state == ENDED then
            if touch.y > 500 then
                difficulty = "easy"
                gameState = "playing"
            elseif touch.y > 400 then
                difficulty = "medium"
                gameState = "playing"
            elseif touch.y > 300 then
                difficulty = "hard"
                gameState = "playing"
            end
        end
    elseif gameState == "playing" then
        if touch.tapCount == 1 and girl.position.y == 0 then 
            girl:jump(40) 
        end 
    end
end

-- this is the eazy game and i well give you another two app

Oh, yeah, bro… Don’t forget to change the graphics back to sponge bob before releasing to the app store :wink:

I love all the helps thanks

Thank you
These is the first test

--# Main
--# CloudLevels 
CloudLevels = class()

CULLPADDING = 300

function CloudLevels:init() -- you can accept and set parameters here 
    self.clouds = {} 
    self.nextCloudHeight = 200
end

function CloudLevels:generateNextCloud() 
    cloud = Cloud() 
    cloud.position = vec2(math.random(-WIDTH/2,WIDTH/2), self.nextCloudHeight)

    table.insert(self.clouds, cloud)

    self.nextCloudHeight = self.nextCloudHeight + math.random(92,300)
end

function CloudLevels:cullClouds(floor) 
    for i,v in ipairs(self.clouds) do 
        if v.position.y < floor then 
            table.remove(self.clouds,i) 
        end 
    end 
end

function CloudLevels:isColliding(pos) 
    for i,v in ipairs(self.clouds) do 
        if v:isColliding(pos) then 
            return true 
        end 
    end
    return false
end

function CloudLevels:update(cam) 
    curHeight = -cam.y + HEIGHT + CULLPADDING

    if curHeight > self.nextCloudHeight then
        self:generateNextCloud()
    end
    self:cullClouds(-cam.y - CULLPADDING)
end

function CloudLevels:draw() -- Codea does not automatically call this method 
    for i,v in ipairs(self.clouds) do 
        v:draw() 
    end 
end

function CloudLevels:touched(touch) -- Codea does not automatically call this method
    
end

--# Cloud 
Cloud = class()

function Cloud:init() -- you can accept and set parameters here 
    self.shapes = {} 
    self.position = vec2(0,0)

    -- Generate random cloud
    numCircles = math.random(1, 20)
    spacing = 20

    for i = 1,numCircles do
        x = i * spacing - ((numCircles/2)*spacing)
        y = (math.random() - 0.5) * 30
        rad = math.random(spacing, 2*spacing)     
        table.insert(self.shapes, {x=x, y=y, r=rad})
    end
    
    self.width = numCircles * spacing + spacing
end

function Cloud:isColliding(pos) 
    startp = self.position.x - self.width/2 
    endp = self.position.x + self.width/2

    if pos.x < endp and pos.x > startp and
       pos.y < (self.position.y + 30) and
       pos.y > (self.position.y + 21) then
        return true
    end
    return false
end

function Cloud:draw() 
 pushStyle()
       pushStyle() 
    pushMatrix()
    translate(self.position.x, self.position.y)

    noStroke()
    ellipseMode(RADIUS)
    fill(255, 255, 255, 255)

    for i,s in ipairs(self.shapes) do
        ellipse(s.x, s.y - 5, s.r)
    end

    fill(221, 221, 218, 255)

    for i,s in ipairs(self.shapes) do
        ellipse(s.x, s.y + 5, s.r)
    end
popStyle()
    popMatrix()
    popStyle()
end

--# Super_sponge 
Girl = class()

function Girl:init() -- you can accept and set parameters here 
    self.position = vec2(0,0) 
    self.velocity = vec2(0,0) 
end

function Girl:jump(power) 

           sound(SOUND_JUMP)
    sound(DATA, "ZgJAQwBAJFE8dFZiGE9hv5j2Kj+6aI0/VQA5U0JyRyM/KEBC")
    sound(DATA, "ZgBAMxhIOUVPThVAP49GPdcp/T7I9gQ/VwAucS9FLUA4M0BY")
   sound(DATA, "ZgBASAA2SWE/QARCRDw3v/yitT4NRLw+QABIRmNBQEEZInFs")
    sound(DATA, "ZgBAQQA1USQHPnJHch1oP8oPPD9Un0M/QAA+f0BSRQdAY0t/")
    sound(DATA, "ZgJAJgBAQEBAQEBAAAAAAJqZmT7NzMw+QABAf0BAQEBAQEBA")
    local pow = power
    if difficulty == "medium" then pow = pow - 12 end
    if difficulty == "hard" then pow = pow - 10 end
    self.velocity = self.velocity + vec2(0,pow)
end

function Girl:computeVelocity()
    gravity = vec2(Gravity.x, math.min(Gravity.y,1)):normalize() 
    gravity = gravity * 13
    friction = math.min(self.position.y, 1) 
    return self.velocity + gravity * friction 
end

function Girl:update() 
    self.position = self.position + self:computeVelocity()

    -- Clamp y position
    -- (so you don't go through ground)
    self.position.y = math.max(self.position.y,0)
    
    -- Clamp x position
    self.position.x = math.max(self.position.x,-WIDTH/2)
    self.position.x = math.min(self.position.x,WIDTH/2)
    
    -- Dampen velocity
    self.velocity = self.velocity * 0.98
end

function Girl:isFalling() 
   
     return self:computeVelocity().y < 0    

     
end

function Girl:draw()
    self:update()
    pushMatrix()
    translate(self.position.x, self.position.y)


sprite("Documents:sponge bob")
    
    popMatrix()
end

--# Main

function setup() 


   version = 1.6

   saveProjectInfo("Description", "super sponge game")
   saveProjectInfo("Author", "Mohammad abumoosa")
   saveProjectInfo("Date", "17st may 2013")
   saveProjectInfo("Version", version)

   print("super sponge v"..version.."\
")
print("the developer mohammad abumoosa")
print("the photos maker is hassan abdulazim  ")


sound(DATA, "ZgFAHxw+R0RlQFogorwGPkHdiD5vxDM/MQBPUVFlNjosSmBY")
sound(DATA, "ZgJAbwAQa3BAO3UMk8WZPG/A8z7OlA4/YAAPej9AGHs/Swxv")
sound(DATA, "ZgBAdQBAOQUzDW170XCjPq+2aj4Y+go/TQAcf0BbP2YgCGwZ")
sound(DATA, "ZgJAXQAwMzcsNzFY9KZKvnthDz8gM2k+UABqfy9AP0VWUnco")
sound(DATA, "ZgFAHxw+R0RlQFogorwGPkHdiD5vxDM/MQBPUVFlNjosSmBY")
sound(DATA, "ZgJADQBAZRZ4DEkvpEcdvEdkvD6Wy/Q+QgAyeUZAQFQxZ2Br")
sound(DATA, "ZgJA5ABdQTs/Py8FAMFOverEJj/yXZa+TAA0WD9BRz82LBtz")
sound(DATA, "ZgJAXQAwMzcsNzFY9KZKvnthDz8gM2k+UABqfy9AP0VWUnco")






supportedOrientations(LANDSCAPE_ANY)
      displayMode(FULLSCREEN)
    sprite("Documents:welcome photo",WIDTH-515,HEIGHT-380)
    clouds = CloudLevels()
    girl = Girl()
    girl.position = vec2(0, 0)
    gameState = "menu"
    difficulty = "eazy"
sprite("Documents:welcome photo",WIDTH-515,HEIGHT-380)



-- This function gets called once every frame 
function draw() 
   if gameState == "menu" then
 sprite("Documents:sponge bob background",WIDTH-515,HEIGHT-380)
     supportedOrientations(LANDSCAPE_RIGHT)  
      --   background(245, 255, 0, 57)
 
      font("Zapfino")
      fontSize(60)
          fill(6, 6, 6, 255)

                   text("Main Menu", WIDTH/2, 600)

noStroke()
 ellipseMode(RADIUS)
fill(65, 141, 200, 61)

       fill(0, 223, 255, 255)

 rect(WIDTH -750 , 70,483,230)
 
        font("SnellRoundhand-Black")
    fill(50, 75, 175, 255)
         fontSize(30)
           text(" play the game", WIDTH/2 , 280)
       text("credites", WIDTH/2 , 220)
     text("contact the developer of the game" , WIDTH/2, 165 )
      text("contact mohammad (developer) ", WIDTH/2,100 )
              
 sprite("Documents:sandy",WIDTH-300,HEIGHT-380)
sprite("Documents:basset",WIDTH-850,HEIGHT-380)
sprite("Documents:basset",WIDTH-100,HEIGHT-600)
sprite("Documents:loaloa 2",WIDTH-850,HEIGHT-600)
sprite("Documents:loaloa",WIDTH-100,HEIGHT-400)
sprite("Documents:mrs crabs",WIDTH-175,HEIGHT-150)
sprite("Documents:mrs crabs",WIDTH-845,HEIGHT-150) 

            elseif gameState == "playing" then
     
    
    
     supportedOrientations(LANDSCAPE_ANY)
  sprite("Documents:sponge bob background",WIDTH-515,HEIGHT-380)
   

        -- Center the camera on the girl character 
       camPos = vec2(WIDTH/2, math.min(HEIGHT/2 - girl.position.y, 144)) 
       translate(camPos.x,camPos.y)
    




    -- Draw ground
        for i = 1,11 do
            sprite("Platformer Art:Cloud 1",-WIDTH/2 -70 + 101*i, -60 )
        end
        clouds:update(camPos)
        clouds:draw()
        girl:draw()
        if clouds:isColliding(girl.position) and girl:isFalling() then
                     girl:jump(math.random(1,89))
        

        end
    end
   

function touched(touch) 
    if gameState == "menu" then
        if touch.state == ENDED then
            if touch.y > 250 then
                difficulty = "hard"
                sound(DATA, "ZgFAMRg1Wl9BNig+vYZyPtYCnD28F18/QABzf0JedFl/MGwn")
                gameState = "playing"
            elseif touch.y > 200 then
                difficulty = "credites"
                gameState = "menu"
                openURL("http" .. "://www.youtube.com/watch?v=6lEPRSJ0i9o")
                sound(DATA, "ZgFAMRg1Wl9BNig+vYZyPtYCnD28F18/QABzf0JedFl/MGwn")
            elseif touch.y > 150 then
                difficulty = "contact the developer of the game"
                gameState = "menu"
                openURL("http://thedeveloperofthegame.webr.ly/")
                sound(DATA, "ZgFAMRg1Wl9BNig+vYZyPtYCnD28F18/QABzf0JedFl/MGwn")
                elseif touch.y > 100 then
                difficulty = "contact the photos designer"
                gameState = "menu"
                openURL("https://twitter.com/mohd_abumoosa")
                sound(DATA, "ZgFAMRg1Wl9BNig+vYZyPtYCnD28F18/QABzf0JedFl/MGwn")
            end
        end
    elseif gameState == "playing" then
        if touch.tapCount == 1 and girl.position.y == 0 then 
            girl:jump(50)
            
                
        end 
    end
end
end
end