I have viewed a few tutorials but i just can't seem to get my textSprite to update when my ball character collide with any of my object sprites. I have finished the "Breakout game" tutorial series and now trying to add a few other features... So how do i go about doing this?
Here is what i have so far...
// load a scene
wade.clearScene();
wade.loadScene('scene2.wsc', true, function()
{
    // the scene has been loaded, do something here
    
    // Adds score to the second scene when loaded
    var score = 0;
    var scoreText = new TextSprite(score.toString(), '13px Arial' , 'white','left');
    var scoreObject = new SceneObject(scoreText);
    scoreObject.setPosition(-120,-225);
    wade.addSceneObject(scoreObject);
// This is the part where i get stuck cause i am not sure where and what code i am supposed to put to get my score to update when the ball sprite collide with my block sprites (which is junk food in my case.)
//Collision with Junk food and Twizzler Paddle
var rects = this.getOverlappingObjects(true);
for(var i=0; i<rects.length; i++)
{
    if(!rects[i].isPaddle && !rects[i].isBlock)
    {
        continue;
    }
    var vel = this.getVelocity();
    var xAxis = vel.x > 0 ? -1 : 1;
    var yAxis = vel.y > 0 ? -1 : 1;
    var xRad = size.x/2 + rects[i].getSprite().getSize().x/2;
    var yRad = size.y/2 + rects[i].getSprite().getSize().y/2;
    var xOverlap = rects[i].getPosition().x -pos.x;
    var yOverlap = rects[i].getPosition().y -pos.y;
    xOverlap = xOverlap > 0 ? xRad - xOverlap : xRad -xOverlap*-1;
    yOverlap = yOverlap > 0 ? yRad - yOverlap : yRad -yOverlap*-1;
    
    var side = null;
    if(xOverlap < yOverlap)
    {
        this.setVelocity({x:vel.x*-1, y:vel.y});
        this.setPosition(pos.x + xAxis*xOverlap, pos.y);
        side = xAxis > 0 ? 'right' : 'left';
    }
    else
    {
        this.setVelocity({x:vel.x, y:vel.y*-1});
        this.setPosition(pos.x, pos.y + yAxis*yOverlap);
        side = yAxis > 0 ? 'bottom' : 'top';
    }
    if(rects[i].isBlock)
    {
        wade.removeSceneObject(rects[i]);
    }
    break;
} 
 
            
            
