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- function clearSprite(self, event)
- if event.phase == 'end' then
- self:removeEventListener("sprite")
- self:removeSelf()
- end
- end
- local function pickUpGold()
- print ("PICKING UP THAT GOLD!!!")
- -- playerItemInPlayerArea.itemName = "blank"
- sparkler = {}
- local r = math.random( 0, 255 )
- for i= 1, playerItemInPlayerArea.itemPower do
- sparkler[i] = spritefactory:newSpriteGroup("Sparkle")
- local Xmin = ( ((playerItemInPlayerArea.itemPower * 2))* (-1) ) + (150)
- print (Xmin)
- local Xmax = ((playerItemInPlayerArea.itemPower * 2) + 170)
- sparkler[i].x = math.random ( Xmin, Xmax)
- sparkler[i].y = math.random (250,270)
- sparkler[i].sprite = clearSprite
- sparkler[i]:addEventListener("sprite", sparkler[i])
- timer.performWithDelay(math.random(playerItemInPlayerArea.itemPower * 50), function() sparkler[i]:play() end)
- end
- playerData.playerInfo.playerGold = playerData.playerInfo.playerGold + ( math.random (playerItemInPlayerArea.itemMin, playerItemInPlayerArea.itemMax) )
- layout.elements.theDropItem:removeEventListener('touch', pickUpGold)
- playerItemInPlayerArea.itemName = "blank"
- playerItemInPlayerArea.itemInventoryFrame = 1
- dropThatItem()
- displayInventory()
- end
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