how to collide objects in corona labs - lua

I'm trying to make a game in Corona SDK where a player runs and survives through obstacles by either jumping over them or killing them using bullets. The problem is that the game ends even if the player fires the bullet. But it should be over only if the player collides with the obstacles.
This is my code till now!!
--local screen_adjustment = 1
local physics = require "physics"
physics.start()
local storyboard = require ("storyboard")
local scene = storyboard.newScene()
function scene:createScene( event )
local screenGroup=self.view
background=display.newImage("rsz_islands1-background-animation.png")
background:setReferencePoint(display.BottomLeftReferencePoint)
background.x=-50
background.y=330
background.speed=math.random(2,6)
screenGroup:insert(background)
background1=display.newImage("rsz_islands1-background-animation.png")
background1:setReferencePoint(display.BottomLeftReferencePoint)
background1.x=500
background1.y=330
background1.speed=math.random(2,6)
screenGroup:insert(background1)
rightArrow=display.newImageRect("right_arrow.png",50,100)
rightArrow:setReferencePoint(display.BottomLeftReferencePoint)
rightArrow.x=370
rightArrow.y=290
screenGroup:insert(rightArrow)
upArrow=display.newImageRect("up_Arrow.png",100,50)
upArrow:setReferencePoint(display.BottomLeftReferencePoint)
upArrow.x=250
upArrow.y=240
screenGroup:insert(upArrow)
stone=display.newImageRect("stone.png",100,50)
stone:setReferencePoint(display.BottomLeftReferencePoint)
stone.x=math.random(500,1500)
stone.y=280
stone.speed=math.random(2,6)
physics.addBody(stone,"static",{bounce=0,friction=0,})
screenGroup:insert(stone)
base = display.newRect(0,0,450,3)
base.x=-50
base.y=282
base:setReferencePoint(display.BottomLeftReferencePoint)
base:setFillColor(255,255,255)
--physics.addBody(base,"static",{bounce=0.1,friction=0.1})
physics.addBody(base,"static",{bounce=0,friction=1.0,density=1.0})
screenGroup:insert(base)
base.myName="base1"
local sheetData = {
width=65,
height=75,
numFrames=4,
sheetContentWidth=130,
sheetContentHeight=150
}
local mySprite = graphics.newImageSheet("imageSheet.png",sheetData)
local sequenceData = {
name="normalRun",
frames={1,2,3,4},
time=500,
loopcount=0
}
animation = display.newSprite(mySprite,sequenceData)
if(animation.x<50) then
animation.x=50
end
animation.y=245
physics.addBody(animation,{bounce=0.3,friction=1.0,density=1.0,radius=35})
animation:play()
screenGroup:insert(animation)
animation.myName="animation1"
local sheetTigerData = {
width=100,
height=57,
numFrames=8,
sheetContentWidth=400,
sheetContentHeight=120
}
local myTigerSprite
graphics.newImageSheet("tigerImageSheet.png",sheetTigerData)
local sequenceTigerData = {
name="normalRun",
frames={1,2,3,4,5,6,7,8},
time=500,
loopcount=0
}
tigeranimation = display.newSprite(myTigerSprite,sequenceTigerData)
--tigeranimation.x=700
tigeranimation.x=math.random(500,1500)
tigeranimation.y=255
tigeranimation.speed=math.random(2,6)
physics.addBody(tigeranimation,"static",{bounce=0,friction=.2})
tigeranimation:play()
screenGroup:insert(tigeranimation)
local sheetBirdData = {
width=60,
height=40,
numFrames=6,
sheetContentWidth=180,
sheetContentHeight=80
}
local myBirdSprite =
graphics.newImageSheet("birdimagesheet.png",sheetBirdData)
local sequenceBirdData = {
name="normalRun",
frames={1,2,3,4,5,6},
time=500,
loopcount=0
}
birdanimation = display.newSprite(myBirdSprite,sequenceBirdData)
birdanimation.x=math.random(500,2500)
birdanimation.y=math.random(100,200)
birdanimation.speed=2
birdanimation.initY=birdanimation.y
birdanimation.amp=50
birdanimation.angle=math.random(1,360)
physics.addBody(birdanimation,"static",{friction=.2,bounce=0})
birdanimation:play()
screenGroup:insert(birdanimation)
local sheetCatData = {
width=100,
height=48,
numFrames=8,
sheetContentWidth=200,
sheetContentHeight=200
}
local myCatSprite =
graphics.newImageSheet("rsz_runningcat.png",sheetCatData)
local sequenceCatData = {
name="normalRun",
frames={2,1,4,3,6,5,8,7},
time=500,
loopcount=0
}
catanimation = display.newSprite(myCatSprite,sequenceCatData)
catanimation.x=tigeranimation.x+math.random(110,1500)
catanimation.y=255
catanimation.speed=math.random(2,6)
physics.addBody(catanimation,"static",{bounce=0,friction=.2})
catanimation:play()
screenGroup:insert(catanimation)
gameSound=audio.loadStream("gamesound.mp3")
audio.play(gameSound)
gunshot=audio.loadStream("gunshot3.mp3")
end
function scrollBack( self,event )
if self.x<-590 then
self.x=500
audio.play(gameSound)
else
self.x=self.x-3
audio.play(gameSound)
end
end
function moveTiger( self,event )
if self.x<-100 then
self.x=math.random(1500,4000)
self.y=255
self.speed=math.random(3,6)
audio.play(gameSound)
else
self.x=self.x-self.speed
audio.play(gameSound)
end
end
function moveCat( self,event )
if self.x<-100 then
self.x=tigeranimation.x+math.random(800,2000)
self.y=255
self.speed=math.random(3,6)
else
self.x=self.x-self.speed
end
end
function moveStone( self,event )
if self.x<-100 then
self.x=math.random(1000,5000)
self.y=280
self.speed=math.random(3,6)
else
self.x=self.x-self.speed
end
end
function moveBird( self,event )
if self.x<-100 then
self.x=math.random(500,2500)
--self.x=300
self.y=math.random(100,200)
self.speed=2
self.amp=math.random(25,75)
self.angle=math.random(1,360)
--self.y=280
--self.speed=math.random(3,6)
else
self.x=self.x-self.speed
self.angle=self.angle+.1
self.y=self.amp*math.sin(self.angle)+self.initY
end
end
function fireLasers()
blaster = display.newImageRect( "bullet.png", 40, 15 )
physics.addBody(blaster,"dynamic")
blaster.x = animation.x+50
blaster.y = animation.y-10
--blaster.collided=false
if(animation.x<50) then
animation.x=50
end
transition.to( blaster, { time=1000, x=500} )
audio.play(gunshot)
end
function handleFireButton( event )
if ( event.phase == "began" ) then
-- Fire the weapon
fireLasers()
elseif ( event.phase == "ended" ) then
-- Stop firing the weapon
fireLasers()
end
return true
end
positionInAir = false
function jump(event)
if(event.phase == "began" and positionInAir==false) then
--playerInAir = true
--animation:setLinearVelocity( 0, 1 )
animation:applyForce(0,-1000,animation.x,animation.y)
positionInAir=true
--physics.addBody(animation,"dynamic")
--print("touch")
end
return true
end
function onCollision( event )
if(event.object1.myName == "base1" and event.object2.myName == "animation1")
then
positionInAir = false;
-- base:removeSelf()
end
end
local function onManCollide(event)
if ( event.phase == "began" ) then
storyboard.gotoScene("restart","fade",400)
audio.stop()
end
end
function scene:enterScene( event )
background.enterFrame=scrollBack
Runtime:addEventListener("enterFrame",background)
background1.enterFrame=scrollBack
Runtime:addEventListener("enterFrame",background1)
stone.enterFrame=moveStone
Runtime:addEventListener("enterFrame",stone)
tigeranimation.enterFrame=moveTiger
Runtime:addEventListener("enterFrame",tigeranimation)
birdanimation.enterFrame=moveBird
Runtime:addEventListener("enterFrame",birdanimation)
catanimation.enterFrame=moveCat
Runtime:addEventListener("enterFrame",catanimation)
animation.collision=onManCollide
animation:addEventListener("collision",onManCollide)
rightArrow:addEventListener( "touch", handleFireButton )
--Runtime:addEventListener( "touch", handleFireButton )
--Runtime:addEventListener( "enterFrame", handleFireButton )
--upArrow:addEventListener("touch", jump)
--Runtime:addEventListener( "collision", onCollision )
--Runtime:addEventListener( "touch", onScreenTouch )
--rightArrow:addEventListener( "touch", handleFireButton )
end
function scene:exitScene( event )
Runtime:removeEventListener("enterFrame",background)
Runtime:removeEventListener("enterFrame",background1)
Runtime:removeEventListener("enterFrame",stone)
Runtime:removeEventListener("enterFrame",tigeranimation)
Runtime:removeEventListener("enterFrame",birdanimation)
Runtime:removeEventListener("enterFrame",catanimation)
Runtime:removeEventListener("enterFrame",onManCollide)
rightArrow:removeEventListener( "touch", handleFireButton )
upArrow:removeEventListener("touch", jump)
Runtime:removeEventListener( "collision", onCollision )
end
function scene:destroyScene( event )
end
--local myGroup=display.newGroup()
--physics.addBody(background,"static",{bounce=0.1,friction=0.9})
--physics.addBody(background1,"static",{ bounce=0.1,friction=0.9})
scene:addEventListener("createScene",scene)
scene:addEventListener("enterScene",scene)
scene:addEventListener("exitScene",scene)
scene:addEventListener("destroyScene",scene)
return scene

You need to ask a specific question, what you have said is quite vague. Does the game end each time the player fires the bullet? Also you should consider migrating from storyboard to composer.

Related

How to also pause physics object before entering screen in corona?

I used physics.pause() and physics.start() , it works but my problem is that one function keeps displaying an object at the bottom and when I resume the game, those object are compiled and all of them enter screen at once. I hope someone can help me.
here's my code:
local isPaused = false
function pausePhysics( event )
if "began" == event.phase then
if isPaused == false then
physics.pause(lobo)
isPaused = true
timer.pause(countDownTimer)
local decide = display.newImage("wood.png")
decide.x = display.contentWidth*0.5
decide.y = display.contentHeight*0.5
local yes
local no
local function oo()
if score == 0 then
onBackBtnRelease()
elseif score >0 and score <=10 then
GameOver1()
elseif score >10 and score <=20 then
GameOver2()
else
GameOver3()
end
end
yes = widget.newButton
{
defaultFile= "yes.png",
width=100, height=50,
onRelease = oo
}
yes.x = display.contentWidth*0.3
yes.y = display.contentHeight - 200
local function hindi()
if isPaused == true then
physics.start()
isPaused = false
timer.resume(countDownTimer)
display.remove(decide)
decide = nil
display.remove(yes)
yes = nil
display.remove(no)
no = nil
end
return true
end
no = widget.newButton
{
defaultFile= "no.png",
width=100, height=50,
onRelease = hindi
}
no.x = display.contentWidth*0.7
no.y = display.contentHeight - 200
sceneGroup:insert(decide)
sceneGroup:insert(yes)
sceneGroup:insert(no)
return true
end
end
end
local function tapos(event)
if (event.phase == "began") then
physics.addBody(backBtn, "static")
end
end
Runtime:addEventListener("enterFrame", backBtn)
backBtn:addEventListener("touch", pausePhysics)
local function ulit()
local mRandom = math.random
local balloon = { ("blue.png"), ("green.png"), ("red.png"), ("orange.png"), ("pink.png"), ("violet.png"), ("yellow.png"), ("blue2.png"), ("green2.png"), ("red2.png"), ("orange2.png"), ("pink2.png"), ("violet2.png"), ("yellow2.png") }
local lobo = display.newImage( balloon[mRandom(10)], mRandom(30,270), mRandom(550,650) )
physics.addBody( lobo, { density=0.1, friction=2.0, bounce=0.0, velocity=-40, isSensor=true } );
end
timer.performWithDelay(300,ulit,0)

Corona SDK : How to identify the collision object?

I'm a beginner in Corona developping and i've to problem to identify the collision between 3 objects. In fact, this is my code :
The first object is my player :
player = display.newImageRect("ballon.png", 150,170 )
player.anchorX = 0.5
player.anchorY = 0.5
player.x = display.contentCenterX - 450
player.y = display.contentCenterY+250
physics.addBody(player, "static", {density=0.1, bounce=0.1, friction=0.1,})
player.myName="player"
screenGroup:insert(player)
The second object is created within a function :
function addWindSlow(self,event)
height = math.random(display.contentCenterY - 200, display.contentCenterY + 200)
windslow = display.newImage( "wind-neg.png")
windslow.x = display.contentWidth
windslow.y = height
windslow.speed = 4
windslow.myName="windslow"
physics.addBody(windslow, "static", {density = 0.1, bounce = 0, isSensor = false})
elements:insert(windslow) end
function addWindFast(self,event)
height = math.random(display.contentCenterY - 200, display.contentCenterY + 200)
windfast = display.newImage( "wind-pos.png")
windfast.x = display.contentWidth
windfast.y = height
windfast.speed = 4
windfast.myName="windfast"
physics.addBody(windfast, "static", {density = 0.1, bounce = 0, isSensor = false})
elements:insert(windfast) end
And finally, the thirth object is the same but called "addWindFast() with a different image"
So i would like to know once my player is on collision with the windslow, i need to do an action... and if it's the object windfast, another action. That's my code :
function onCollision( event )
if ( event.phase == "began" ) then
if event.other.windslow and event.other.isVisible==true then
print("windslow has been touch !")
end
end
end
I found something about the pre-collision, I'll use it once i got the information how to "identify" the object...I'll need to prevent the collision and avoid it if the player is going to touch the windfast or windslow.
We thank you for all dude !
It looks like windslow and windfast are defined outside of onCollision event handler so you should compare to those:
function onCollision( event )
if ( event.phase == "began" ) then
if event.other == windslow and event.other.isVisible==true then
print("windslow has been touch !")
end
if event.other == windfast and event.other.isVisible==true then
print("windfast has been touch !")
end
end
end -- (missing from your post but probably in your code)
The above assumes that you have registered for collision events on your player. You could also register a different collision handler on each wind:
windslow:addEventListener("collision", onCollisionSlow)
windfast:addEventListener("collision", onCollisionFast)
In that case the two collision handlers could just check if event.other == player. The advantage of that is you are separating the code for each one. You could of course do the same with your player handler:
function onCollisionSlow(other)
print('collided with slow')
end
function onCollisionFast(other)
print('collided with fast')
end
collisionHandlers = {
[windslow] = onCollisionSlow,
[windfast] = onCollisionFast,
}
function onCollision( event )
if ( event.phase == "began" ) then
collisionFunc = collisionHandlers[event.other]
if collisionFunc ~= nil and event.other.isVisible then
collisionFunc(event.other)
end
end
end
You could identify the other object with the myName property you've specified.
For example:
function onCollision( event )
if ( event.phase == "began" ) then
if (event.other.myName == "windslow" and event.other.isVisible==true) then
print("windslow has been touched!")
elseif (event.other.myName = "windfast" and event.other.isVisible==true) then
print("windfast has been touched!")
end
end

Add ID to listener after loading remote image

I have a listener for loading remote images, but I need to be able to pass an ID number to that listener, and I'm not really sure how to do it. My code to retrieve the remote image is:
display.loadRemoteImage("http://www.newyorker.com/online/blogs/photobooth/NASAEarth-01.jpg", "GET", networkListener, "banner.png",system.TemporaryDirectory, (globalData.contentX * rows2) + globalData.contentX/2, 20 + (i - 1) % 6 * 140
And the listener I have is:
local function networkListener( event )
if ( event.isError ) then
print ( "Network error - download failed" )
else
local target = event.target
target.alpha = 0
transition.to( target, { alpha = 1.0 } )
target.width = 590
target.height = 110
target:addEventListener( "touch", target )
scrollView:insert(target)
function target:touch(event)
if event.phase == "began" then
display.getCurrentStage():setFocus( self )
self.isFocus = true
elseif self.isFocus then
if event.phase == "moved" then
numMoved = numMoved + 1
if(numMoved > 10) then
display.getCurrentStage():setFocus( nil )
self.isFocus = false
scrollView:takeFocus( event )
end
elseif event.phase == "ended" or event.phase == "cancelled" then
globalData.selectedLocationID = target.id --This needs to be the ID that I pass to this listener
if(globalData.approvedToggle == 1) then
storyboard.gotoScene("businessScene")
else
storyboard.gotoScene("locationScene")
end
display.getCurrentStage():setFocus( nil )
self.isFocus = false
end
end
return true
end
end
Any help in this matter would be greatly appreciated, thanks!
I did this a while back on an Ecommerence app I was making. I'm not to familer with storyboard, but I do remember using this API. If I remember correctly, you need to use event.target as the event listener and pass everything through there. I also remember that you can embed a function inside of the display.loadRemoteImage API like this:
itemImage = display.loadRemoteImage(itemData.imageURL, "GET",
function(event)
event.target.xScale = 0.4
event.target.yScale = 0.4
function openSite(event)
if event.phase == "ended" then
system.openURL( itemData.itemURL )
end
end
event.target:addEventListener( "tap", openSite )
end)
My advice is remove all the story board stuff, and try making the API work in a different document. I think that you need to simplify it so you aren't confused.
Hopefully this helps.

Images doesn´t appear in storyboard Corona SDK

I am doing a game in corona SDK, but I have this little problem.
I have a menu with a button. If I press it, it sends me to the first level of my game.
When I pass the final level, the game return me to the menu. Bur, if I start playing the first again, my images doesn´t appear.
The images are balls, and to pass the level, you have to eliminate all the balls. To do this, I use:
ball:removeSlef()
ball = nil
But, I don´t think that this is the problem, because I eliminate this lines, and it doesn´t work.
The images are create in scene:createScene function, and insert in the Group.
I short the code of the first level to be understood.
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local physics = require "physics"
physics.start(); physics.pause()
physics.setGravity( 0, 0 )
local cont = 0
local bur = {}
function eliminar1( event )
if (cont == 0) and (event.phase == "began") then
event.target:removeSelf()
bur[1] = nil
cont = cont + 1
end
end
function eliminar2( event )
if (cont == 1) and (event.phase == "began") then
bur[2]:removeSelf()
bur[2] = nil
cont = cont + 1
end
end
function eliminar3( event )
if (cont == 2) and (event.phase == "began") then
bur[3]:removeSelf()
bur[3] = nil
storyboard.gotoScene( "levels.1.level2" )
end
end
function scene:createScene ( event )
local screenGroup = self.view
for i = 1,3 do
bur[i] = display.newImage("irudiak/"..i..".png")
bur[i]:translate(math.random(0,280), math.random(0,400) )
physics.addBody( bur[i], {bounce = 0.3 } )
bur[i]:setLinearVelocity(math.random(-50,50), math.random(-50,50) )
screenGroup:insert(bur[i])
end
bur[1]:addEventListener("touch", eliminar1)
bur[2]:addEventListener("touch", eliminar2)
bur[3]:addEventListener("touch", eliminar3)
end
function scene:enterScene( event )
local screenGroup = self.view
physics.start()
end
function scene:exitScene( event )
local screenGroup = self.view
physics.stop()
end
function scene:destroyScene( event )
local screenGroup = self.view
package.loaded[physics] = nil
physics = nil
end
return scene
createScene is ran only first time when you gotoScene. Every next time only willEnterScene and enterScene are played. To play createScene again you have to remove it (storyboard.removeScene() I guess). Or you can move some stuff you need to willEnterScene. For more detailed info you can watch this: http://www.coronalabs.com/blog/2013/08/20/tutorial-reloading-storyboard-scenes/

Moving a character with Lua

I am new to Lua and am attempting to simulate a character moving.
I have the character moving left and right at the moment. I would like the character to move 16 pixels at a time. That works fine given that the user doesn't touch the phone rapidly. In that case, the character moves a random number of pixels.
my question is, how can i get the touch event to only register once at a time.
my code:
-- move character
function moveCharacter(event)
if event.phase == 'began' then
if event.x > character.x+8 then
transition.to(background, {time=800, x=background.x-16})
end
if event.x < character.x-8 then
transition.to(background, {time=800, x=background.x+16})
end
end
end
function touchScreen(event)
Runtime:removeEventListener('touch', moveCharacter)
if event.phase == 'began' then
Runtime:addEventListener('touch', moveCharacter)
end
end
Runtime:addEventListener('touch', touchScreen)
You can try this:
function moveCharEF()
if event.x > character.x+8 then
background.x = background - 16
end
if event.x < character.x-8 then
background.x = background + 16
end
end
function moveCharacter(event)
if event.phase == 'began' then
display.getCurrentStage():setFocus( event.target )
event.target.isFocus = true
Runtime:addEventListener( "enterFrame", moveCharEF )
elseif event.target.isFocus then
if event.phase == "ended" then
Runtime:removeEventListener( "enterFrame", moveCharEF )
display.getCurrentStage():setFocus( nil )
event.target.isFocus = false
end
end
end
function touchScreen(event)
Runtime:removeEventListener('touch', moveCharacter)
if event.phase == 'began' then
Runtime:addEventListener('touch', moveCharacter)
end
end
Runtime:addEventListener('touch', touchScreen)
By the way, I dont know about your application. So character may move too fast or too slow. Just change moveCharEF() function's related lines
Is it is what you looking for..?
local isTransitionInProgress = false
local function resetFlag()
isTransitionInProgress = false
end
function moveCharacter(event)
if(event.x > character.x+8 and isTransitionInProgress==false) then
isTransitionInProgress = true
transition.to(background, {time=800, x=background.x-16,onComplete=resetFlag()})
end
if(event.x < character.x-8 and isTransitionInProgress==false) then
isTransitionInProgress = true
transition.to(background, {time=800, x=background.x+16,onComplete=resetFlag()})
end
end
background:addEventListener("tap", moveCharacter)
Keep coding... :)
You can try using the "tap" listener instead of "touch". It only registers one touch at a time.
Runtime:addEventListener('tap', touchScreen)

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