How to delete a previously drawn line? - sdk

Here is the code:
local physics = require "physics"
physics.start()
local lines = {}
local lineGroup = display.newGroup()
local prevX,prevY
local isDrawing = false
local i = 0
local function distanceBetween(x1, y1, x2, y2)
local dist_x = x2 - x1
local dist_y = y2 - y1
local distanceBetween = math.sqrt((dist_x*dist_x) + (dist_y*dist_y))
return distanceBetween
end
local function drawLine(e)
if(e.phase == "began") then
prevX = e.x
prevY = e.y
isDrawing = true
i = i + 1
print"began"
elseif(e.phase == "moved") then
local distance = distanceBetween(prevX, prevY, e.x, e.y)
if(isDrawing and distance < 100) then
if(lines[i]) then lineGroup:remove(i) end
lines[i] = display.newLine(prevX, prevY, e.x, e.y)
lines[i]:setColor(255, 255, 0)
lines[i].width = 5
local dist_x = e.x - prevX
local dist_y = e.y - prevY
physics.addBody(lines[i], "static", { density = 1, friction = 0.5, bounce = 1.6, shape = {0, 0, dist_x, dist_y, 0, 0} } )
lineGroup:insert(lines[i])
end
elseif(e.phase == "ended") then
isDrawing = false
end
end
Runtime:addEventListener("touch",drawLine)
The questions are:
For example: I draw a line, then I draw the next line and I want the previous line to be deleted. How can I do this?
I am using director 1.4 and when I am trying to replay level, the lines stop to draw correctly and the error appears that is pointing to this line - if(lines[i]) then lineGroup:remove(i) end so: How can I add lines to the localGroup and delete them when replaying level (I am using director:changeScene("level1") or changing scene correctly?

Hmm, I assumed you wanted multiple lines because you was adding them to a lines table. If you don't need multiple lines, you can just store the 1 line. Something like:
local physics = require "physics"
physics.start()
local line
local lineGroup = display.newGroup()
local prevX,prevY
local isDrawing = false
local i = 0
local function distanceBetween(x1, y1, x2, y2)
local dist_x = x2 - x1
local dist_y = y2 - y1
local distanceBetween = math.sqrt((dist_x*dist_x) + (dist_y*dist_y))
return distanceBetween
end
local function drawLine(e)
if(e.phase == "began") then
if(line) then
lineGroup:remove(1)
line = nil
end
prevX = e.x
prevY = e.y
isDrawing = true
elseif(e.phase == "moved") then
local distance = distanceBetween(prevX, prevY, e.x, e.y)
if(isDrawing and distance < 100) then
if(line) then lineGroup:remove(1) end
line = display.newLine(prevX, prevY, e.x, e.y)
line:setColor(255, 255, 0)
line.width = 5
local dist_x = e.x - prevX
local dist_y = e.y - prevY
physics.addBody(line, "static", { density = 1, friction = 0.5, bounce = 1.6, shape = {0, 0, dist_x, dist_y, 0, 0} } )
lineGroup:insert(line)
end
elseif(e.phase == "ended") then
isDrawing = false
end
end
Runtime:addEventListener("touch",drawLine)
To add them to the current scene, I believe the director class would be something like this:
function scene:createScene( event )
lineGroup = self.view
end
You just need to set the lineGroup to the scene.view instead of creating a new group with display.newGroup()
To properly remove the line, you can do it in the exit scene function:
function scene:exitScene( event )
if(line) then
lineGroup:remove(1)
line = nil
end
end
I'd recommend taking a look at the director class tutorials: http://www.youtube.com/watch?v=KudLE8h4kWw or this code sample https://github.com/ansca/Storyboard-Sample

Related

I got an error here in main.lua: 178: attempt to index global 'pausebutton' (a nil value)

I got an error in Corona's simulator console in main.lua
attempt to index global pausebutton (a nil value)
How to solve my problem with Corona error?
The most revelant code from main.lua file I put below
-- Display the pause button
function pauseAndResume ()
local pausebutton = display.newImage ("pause.png")
pausebutton : translate(100, 100)
pausebutton:addEventListener ("touch" , pauseGame)
local resumebutton = display.newImage ("resumed.png")
resumebutton: translate(100, 100)
resumebutton.isVisible = false
resumebutton:addEventListener ("touch", resumeGame)
end
function pauseGame (event)
if (event.phase == "ended") then
physics.pause ()
pausebutton.isVisible = false
resumebutton.isVisible = true
timer.pause(fruitTimer)
timer.pause(bombTimer)
sampleVar = false
return true
end
end
function resumeGame (event)
if (event.phase == "ended") then
physics.start()
pausebutton.isVisible = true
resumebutton.isVisible = false
timer.resume(fruitTimer)
timer.resume(bombTimer)
sampleVar = true
return true
end
end
I think you got error because local variables pausebutton and resumebutton exist only during executing of pauseAndResume function. After that they gone. So you need declare them in the block in which they will be available for pauseAndResume and pauseGame functions, for example on begining of the main.lua file.
Try
local pausebutton
local resumebutton
...
-- Display the pause button
function pauseAndResume ()
pausebutton = display.newImage ("pause.png")
pausebutton : translate(100, 100)
pausebutton:addEventListener ("touch" , pauseGame)
resumebutton = display.newImage ("resumed.png")
resumebutton: translate(100, 100)
resumebutton.isVisible = false
resumebutton:addEventListener ("touch", resumeGame)
end
function pauseGame (event)
if (event.phase == "ended") then
physics.pause ()
pausebutton.isVisible = false
resumebutton.isVisible = true
timer.pause(fruitTimer)
timer.pause(bombTimer)
sampleVar = false
return true
end
end
function resumeGame (event)
if (event.phase == "ended") then
physics.start()
pausebutton.isVisible = true
resumebutton.isVisible = false
timer.resume(fruitTimer)
timer.resume(bombTimer)
sampleVar = true
return true
end
end
From Lua documentation
We create local variables with the local statement:
j = 10 -- global variable
local i = 1 -- local variable
Unlike global variables, local variables have their scope limited to
the block where they are declared. A block is the body of a control
structure, the body of a function, or a chunk (the file or string with
the code where the variable is declared).
-- Samurai Fruit
require ("physics")
local ui = require("ui")
physics.start()
-- physics.setDrawMode ( "hybrid" ) -- Uncomment in order to show in hybrid mode
physics.setGravity( 0, 9.8 * 2)
physics.start()
-- Audio for slash sound (sound you hear when user swipes his/her finger across the screen)
local slashSounds = {slash1 = audio.loadSound("slash1.wav"), slash2 = audio.loadSound("slash2.wav"), slash3 = audio.loadSound("slash3.wav")}
local slashSoundEnabled = true -- sound should be enabled by default on startup
local minTimeBetweenSlashes = 150 -- Minimum amount of time in between each slash sound
local minDistanceForSlashSound = 50 -- Amount of pixels the users finger needs to travel in one frame in order to play a slash sound
-- Audio for chopped fruit
local choppedSound = {chopped1 = audio.loadSound("chopped1.wav"), chopped2 = audio.loadSound("chopped2.wav")}
-- Audio for bomb
local preExplosion = audio.loadSound("preExplosion.wav")
local explosion = audio.loadSound("explosion.wav")
-- Adding a collision filter so the fruits do not collide with each other, they only collide with the catch platform
local fruitProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 2, maskBits = 1}}
local catchPlatformProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 1, maskBits = 2}}
-- Gush filter should not interact with other fruit or the catch platform
local gushProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 4, maskBits = 8} }
-- Will contain all fruits available in the game
local avalFruit = {}
-- Slash line properties (line that shows up when you move finger across the screen)
local maxPoints = 5
local lineThickness = 20
local lineFadeTime = 250
local endPoints = {}
-- Whole Fruit physics properties
local minVelocityY = 850
local maxVelocityY = 1100
local minVelocityX = -200
local maxVelocityX = 200
local minAngularVelocity = 100
local maxAngularVelocity = 200
-- Chopped fruit physics properties
local minAngularVelocityChopped = 100
local maxAngularVelocityChopped = 200
-- Splash properties
local splashFadeTime = 2500
local splashFadeDelayTime = 5000
local splashInitAlpha = .5
local splashSlideDistance = 50 -- The amoutn of of distance the splash slides down the background
-- Contains all the available splash images
local splashImgs = {}
-- Gush properties
local minGushRadius = 10
local maxGushRadius = 25
local numOfGushParticles = 15
local gushFadeTime = 500
local gushFadeDelay = 500
local minGushVelocityX = -350
local maxGushVelocityX = 350
local minGushVelocityY = -350
local maxGushVelocityY = 350
-- Timer references
local bombTimer
local fruitTimer
-- Game properties
local fruitShootingInterval = 1000
local bombShootingInterval = 5000
-- Groups for holding the fruit and splash objects
local splashGroup
local fruitGroup
local sampleVar = true
local score = 0
local scoreText
function main()
score = 0
display.setStatusBar( display.HiddenStatusBar )
setUpBackground()
scoreText = display.newText("Score: 0", 415, 100, native.systemFont, 50)
scoreText:setTextColor(255, 255, 255)
scoreText.text = ("Score: " )..score
pauseAndResume ()
setUpCatchPlatform()
initGroups()
initFruitAndSplash()
Runtime:addEventListener("touch", drawSlashLine)
timer.performWithDelay( 1000, displayScore)
startGame()
end
function displayScore()
scoreText.text = ("Score: " )..score
score = score + 2
end
function startGame()
shootObject("fruit")
bombTimer = timer.performWithDelay(bombShootingInterval, function(event) shootObject("bomb") end, 0)
fruitTimer = timer.performWithDelay(fruitShootingInterval, function(event) shootObject("fruit") end, 0)
end
-- Display the pause button
function pauseAndResume ()
local pausebutton = display.newImage ("pause.png")
pausebutton : translate(100, 100)
pausebutton:addEventListener ("touch" , pauseGame)
local resumebutton = display.newImage ("resumed.png")
resumebutton: translate(100, 100)
resumebutton.isVisible = false
resumebutton:addEventListener ("touch", resumeGame)
end
function pauseGame (event)
if (event.phase == "ended") then
physics.pause ()
pausebutton.isVisible = false
resumebutton.isVisible = true
timer.pause(fruitTimer)
timer.pause(bombTimer)
sampleVar = false
return true
end
end
function resumeGame (event)
if (event.phase == "ended") then
physics.start()
pausebutton.isVisible = true
resumebutton.isVisible = false
timer.resume(fruitTimer)
timer.resume(bombTimer)
sampleVar = true
return true
end
end
function initGroups()
splashGroup = display.newGroup()
fruitGroup = display.newGroup()
end
function setUpBackground()
local background = display.newImage("bg.png", true)
background.x = display.contentWidth / 2
background.y = display.contentHeight / 2
end
-- Populates avalFruit with all the fruit images and thier widths and heights
function initFruitAndSplash()
local watermelon = {}
watermelon.whole = "watermelonWhole.png"
watermelon.top = "watermelonTop.png"
watermelon.bottom = "watermelonBottom.png"
watermelon.splash = "redSplash.png"
table.insert(avalFruit, watermelon)
local strawberry = {}
strawberry.whole = "strawberryWhole.png"
strawberry.top = "strawberryTop.png"
strawberry.bottom = "strawberryBottom.png"
strawberry.splash = "redSplash.png"
table.insert(avalFruit, strawberry)
-- Initialize splash images
table.insert(splashImgs, "splash1.png")
table.insert(splashImgs, "splash2.png")
table.insert(splashImgs, "splash3.png")
end
function getRandomFruit()
local fruitProp = avalFruit[math.random(1, #avalFruit)]
local fruit = display.newImage(fruitProp.whole)
fruit.whole = fruitProp.whole
fruit.top = fruitProp.top
fruit.bottom = fruitProp.bottom
fruit.splash = fruitProp.splash
return fruit
end
function getBomb()
local bomb = display.newImage( "bomb.png")
return bomb
end
function shootObject(type)
local object = type == "fruit" and getRandomFruit() or getBomb()
fruitGroup:insert(object)
object.x = display.contentWidth / 2
object.y = display.contentHeight + object.height * 2
fruitProp.radius = object.height / 2
physics.addBody(object, "dynamic", fruitProp)
if (type == "fruit") then
object:addEventListener("touch", function(event) chopFruit(object) end)
else
local bombTouchFunction
bombTouchFunction = function(event) explodeBomb(object, bombTouchFunction); end
object:addEventListener("touch", bombTouchFunction)
end
-- Apply linear velocity
local yVelocity = getRandomValue(minVelocityY, maxVelocityY) * -1 -- Need to multiply by -1 so the fruit shoots up
local xVelocity = getRandomValue(minVelocityX, maxVelocityX)
object:setLinearVelocity(xVelocity, yVelocity)
-- Apply angular velocity (the speed and direction the fruit rotates)
local minAngularVelocity = getRandomValue(minAngularVelocity, maxAngularVelocity)
local direction = (math.random() < .5) and -1 or 1
minAngularVelocity = minAngularVelocity * direction
object.angularVelocity = minAngularVelocity
end
function explodeBomb(bomb, listener)
bomb:removeEventListener("touch", listener)
-- The bomb should not move while exploding
bomb.bodyType = "kinematic"
bomb:setLinearVelocity(0, 0)
bomb.angularVelocity = 0
-- Shake the stage
local stage = display.getCurrentStage()
local moveRightFunction
local moveLeftFunction
local rightTrans
local leftTrans
local shakeTime = 50
local shakeRange = {min = 1, max = 25}
moveRightFunction = function(event) rightTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max), y = math.random(shakeRange.min, shakeRange.max), time = shakeTime, onComplete=moveLeftFunction}); end
moveLeftFunction = function(event) leftTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max) * -1, y = math.random(shakeRange.min,shakeRange.max) * -1, time = shakeTime, onComplete=moveRightFunction}); end
moveRightFunction()
local linesGroup = display.newGroup()
-- Generate a bunch of lines to simulate an explosion
local drawLine = function(event)
local line = display.newLine(bomb.x, bomb.y, display.contentWidth * 2, display.contentHeight * 2)
line.rotation = math.random(1,360)
line.strokeWidth = math.random(15, 25)
linesGroup:insert(line)
end
local lineTimer = timer.performWithDelay(100, drawLine, 0)
-- Function that is called after the pre explosion
local explode = function(event)
audio.play(explosion)
blankOutScreen(bomb, linesGroup);
timer.cancel(lineTimer)
stage.x = 0
stage.y = 0
transition.cancel(leftTrans)
transition.cancel(rightTrans)
end
-- Play the preExplosion sound first followed by the end explosion
audio.play(preExplosion, {onComplete = explode})
timer.cancel(fruitTimer)
timer.cancel(bombTimer)
end
function blankOutScreen(bomb, linesGroup)
local gameOver = displayGameOver()
gameOver.alpha = 0 -- Will reveal the game over screen after the explosion
-- Create an explosion animation
local circle = display.newCircle( bomb.x, bomb.y, 5 )
local circleGrowthTime = 300
local dissolveDuration = 1000
local dissolve = function(event) transition.to(circle, {alpha = 0, time = dissolveDuration, delay = 0, onComplete=function(event) gameOver.alpha = 1 end}); gameOver.alpha = 1 end
circle.alpha = 0
transition.to(circle, {time=circleGrowthTime, alpha = 1, strokeWidth = display.contentWidth * 3, height = display.contentWidth * 3, onComplete = dissolve})
end
function displayGameOver()
-- Will return a group so that we can set the alpha of the entier menu
local group = display.newGroup()
-- Dim the background with a transperent square
-- local back = display.newRect( 0,0, display.contentWidth, display.contentHeight )
--back:setFillColor(0,0,0, 255 * .1)
--group:insert(back)
local gameOver = display.newImage( "gameover.png")
gameOver.x = display.contentWidth / 2
gameOver.y = display.contentHeight / 2
group:insert(gameOver)
local replayButton = ui.newButton{
default = "replayButton.png",
over = "replayButton.png",
onRelease = function(event) group:removeSelf(); main() ; end
}
group:insert(replayButton)
replayButton.x = display.contentWidth / 2
replayButton.y = gameOver.y + gameOver.height / 2 + replayButton.height / 2
return group
end
-- Return a random value between 'min' and 'max'
function getRandomValue(min, max)
return min + math.abs(((max - min) * math.random()))
end
function playRandomSlashSound()
audio.play(slashSounds["slash" .. math.random(1, 3)])
end
function playRandomChoppedSound()
audio.play(choppedSound["chopped" .. math.random(1, 2)])
end
function getRandomSplash()
return display.newImage(splashImgs[math.random(1, #splashImgs)])
end
function chopFruit(fruit)
if (sampleVar == true) then
displayScore()
playRandomChoppedSound()
createFruitPiece(fruit, "top")
createFruitPiece(fruit, "bottom")
createSplash(fruit)
createGush(fruit)
fruit:removeSelf()
end
end
-- Creates a gushing effect that makes it look like juice is flying out of the fruit
function createGush(fruit)
local i
for i = 0, numOfGushParticles do
local gush = display.newCircle( fruit.x, fruit.y, math.random(minGushRadius, maxGushRadius) )
gush:setFillColor(255, 0, 0, 255)
gushProp.radius = gush.width / 2
physics.addBody(gush, "dynamic", gushProp)
local xVelocity = math.random(minGushVelocityX, maxGushVelocityX)
local yVelocity = math.random(minGushVelocityY, maxGushVelocityY)
gush:setLinearVelocity(xVelocity, yVelocity)
transition.to(gush, {time = gushFadeTime, delay = gushFadeDelay, strokeWidth = 0, height = 0, alpha = 0, onComplete = function(event) gush:removeSelf() end})
end
end
function createSplash(fruit)
local splash = getRandomSplash()
splash.x = fruit.x
splash.y = fruit.y
splash.rotation = math.random(-90,90)
splash.alpha = splashInitAlpha
splashGroup:insert(splash)
transition.to(splash, {time = splashFadeTime, alpha = 0, y = splash.y + splashSlideDistance, delay = splashFadeDelayTime, onComplete = function(event) splash:removeSelf() end})
end
-- Chops the fruit in half
-- Uses some trig to calculate the position
-- of the top and bottom part of the chopped fruit (http://en.wikipedia.org/wiki/Rotation_matrix#Rotations_in_two_dimensions)
function createFruitPiece(fruit, section)
local fruitVelX, fruitVelY = fruit:getLinearVelocity()
-- Calculate the position of the chopped piece
local half = display.newImage(fruit[section])
half.x = fruit.x - fruit.x -- Need to have the fruit's position relative to the origin in order to use the rotation matrix
local yOffSet = section == "top" and -half.height / 2 or half.height / 2
half.y = fruit.y + yOffSet - fruit.y
local newPoint = {}
newPoint.x = half.x * math.cos(fruit.rotation * (math.pi / 180)) - half.y * math.sin(fruit.rotation * (math.pi / 180))
newPoint.y = half.x * math.sin(fruit.rotation * (math.pi / 180)) + half.y * math.cos(fruit.rotation * (math.pi / 180))
half.x = newPoint.x + fruit.x -- Put the fruit back in its original position after applying the rotation matrix
half.y = newPoint.y + fruit.y
fruitGroup:insert(half)
-- Set the rotation
half.rotation = fruit.rotation
fruitProp.radius = half.width / 2 -- We won't use a custom shape since the chopped up fruit doesn't interact with the player
physics.addBody(half, "dynamic", fruitProp)
-- Set the linear velocity
local velocity = math.sqrt(math.pow(fruitVelX, 2) + math.pow(fruitVelY, 2))
local xDirection = section == "top" and -1 or 1
local velocityX = math.cos((fruit.rotation + 90) * (math.pi / 180)) * velocity * xDirection
local velocityY = math.sin((fruit.rotation + 90) * (math.pi / 180)) * velocity
half:setLinearVelocity(velocityX, velocityY)
-- Calculate its angular velocity
local minAngularVelocity = getRandomValue(minAngularVelocityChopped, maxAngularVelocityChopped)
local direction = (math.random() < .5) and -1 or 1
half.angularVelocity = minAngularVelocity * direction
end
-- Creates a platform at the bottom of the game "catch" the fruit and remove it
function setUpCatchPlatform()
local platform = display.newRect( 0, 0, display.contentWidth * 4, 50)
platform.x = (display.contentWidth / 2)
platform.y = display.contentHeight + display.contentHeight
physics.addBody(platform, "static", catchPlatformProp)
platform.collision = onCatchPlatformCollision
platform:addEventListener( "collision", platform )
end
function onCatchPlatformCollision(self, event)
-- Remove the fruit that collided with the platform
event.other:removeSelf()
end
-- Draws the slash line that appears when the user swipes his/her finger across the screen
function drawSlashLine(event)
-- Play a slash sound
if(endPoints ~= nil and endPoints[1] ~= nil) then
local distance = math.sqrt(math.pow(event.x - endPoints[1].x, 2) + math.pow(event.y - endPoints[1].y, 2))
if(distance > minDistanceForSlashSound and slashSoundEnabled == true) then
playRandomSlashSound();
slashSoundEnabled = false
timer.performWithDelay(minTimeBetweenSlashes, function(event) slashSoundEnabled = true end)
end
end
-- Insert a new point into the front of the array
table.insert(endPoints, 1, {x = event.x, y = event.y, line= nil})
-- Remove any excessed points
if(#endPoints > maxPoints) then
table.remove(endPoints)
end
for i,v in ipairs(endPoints) do
local line = display.newLine(v.x, v.y, event.x, event.y)
line.strokeWidth = lineThickness
transition.to(line, {time = lineFadeTime, alpha = 0, strokeWidth = 0, onComplete = function(event) line:removeSelf() end})
end
if(event.phase == "ended") then
while(#endPoints > 0) do
table.remove(endPoints)
end
end
end
main()

Receiving "Attempt to index global 'sprite' (a nil value)" in Lua

Im attempting to make a simple game app and keep running into this problem. I stopped programming in Lua for a few years so I don't exactly remember how to fix this. Anyway, my code is as follows:
EDIT: Here is the entire file. Still trying to figure out the formatting of Stack Overflow. Error occurs at line 76.
module(..., package.seeall)
-- Main function - MUST return a display.newGroup()
function new()
local localGroup = display.newGroup()
---------
local Rad = math.rad
local Sin = math.sin
local Cos = math.cos
local Pi = math.pi
local Atan2 = math.atan2
local radD = 180 / Pi
local DegR = Pi / 180
local touchPoint = display.newCircle(localGroup, -50, -50, 20)
touchPoint.isFocus = false
touchPoint.alpha = 0
function GetDistanceFromObjects(obj1, obj2)
local xDist = obj1.x - obj2.x
local yDist = obj1.y - obj2.y
local dist = Sqrt((xDist * xDist) + (yDist * yDist))
return dist
end
function getAngleDeg(inX1, inY1, inX2, inY2)
local xDist = inX2 - inX1
local yDist = inY2 - inY1
local angRad = Atan2(yDist, xDist)
return angRad * radD + 90
end
require "sprite"
function VectorFromAngle(inAngle, inVelocity)
local vx = Cos(Rad(inAngle-90))
local vy = Sin(Rad(inAngle-90))
if(inVelocity ~= nil)then
vx = vx * inVelocity
vy = vy * inVelocity
end
return vx,vy
end
require ( "physics" )
physics.start()
physics.setGravity( 1, 1 )
--( x, y )
--physics.setDrawMode ( "hybrid" )
math.randomseed(os.time())
local background = display.newImage("yazd.jpeg")
localGroup:insert(background)
--width of image divided by # of pics lined up from left to right (in the sprite) = the first #
--height of image divided by # of pics lined up from top to bottom (in the sprite) = the second #
local birdSheet = sprite.newSpriteSheet( "enemy.jpg", 59, 50 )
local birdSet = sprite.newSpriteSet(birdSheet, 1, 1)
-- images 1-14
sprite.add( birdSet, "bird", 1, 1, 200, 0 )
-- play 1-14, each image every 200 ms, 0 = loop count, which is infinite
local bird1 = sprite.newSprite( birdSet )
bird1.x = 40 -- starting point
bird1.y = 40 -- starting point
bird1.xScale = 0.5 --scale down x
bird1.yScale = 0.5 --scale down y
bird1:prepare("bird") --prepare sprite sequence
bird1:play() --play sprite
localGroup:insert(bird1)
--only local to this group
local killSheet = sprite.newSpriteSheet("explosion.png", 100, 100)
local killSet = sprite.newSpriteSet(killSheet, 1, 9)
sprite.add(killSet, "kill", 1, 9, 200, 1)
local birdCount = 1
local transDirection12
local function transDirection1()
bird1.xScale = 0.5
transition.to(bird1, {time=math.random(200,500), x = math.random(200,490), y = math.random(10,310), alpha = (math.random(9,100))/100, onComplete = transDirection12})
end
transDirection12 = function()
bird1.xScale = 0.5
transition.to(bird1, {time= math.random(200,500), x = math.random(200,490), y = math.random(10,310), alpha = (math.random(9,100))/100, onComplete = transDirection1})
end
transDirection1()
-- local transDirection1 declares what will be used (local function)
-- transDirection1 = function
-- following it are the function qualities
-- declares it will use object/image called bird1 and scales it to .5
-- time = ____ means it will take a certain time, between ____ and ____ to complete the transition
-- x=____ means that is where it will move to on the x axis
-- y=____ means that is where it will move to on the y axis
-- alpha = ___ means the is how transparent it will be
-- onComplete = ________ means that when the action is complete, it will call another function
-- The next function has the same qualities as transDirection1, but the onComplete part calls transDirection1 and they continue to loop
-- transDirection1() declares transDirection1 so the app knows about it and can use it
-- the other trans do not need to be declared because they are part of transDirection1, which is already declared
--(x, y, size.x, size.y)
local player = display.newImage( "mk11.png" )
player.x = 240
player.y = 260
player.xScale = .5
player.yScale = .5
localGroup:insert( player )
-- add physics to all the objects wanted: (object wanted, "static" or "dynamic")
physics.addBody(player, "static", {radius=30, isSensor = true})
physics.addBody(bird1, "static", {radius=23})
local function shoot(inPointX, inPointY)
-- (start at the x of the player + 10, also start at the y of the player, the radius of the circle is 5)
local bullet = display.newImage( "bullet2.png" )
bullet.x = player.x
bullet.y = player.y
-- add physics to the object, which is the bullet.
-- Make the bullet "dynamic" or moving
physics.addBody(bullet, "dynamic")
bullet.isFixedRotation = true
localGroup:insert( bullet )
local velocity = 300
local vx, vy = VectorFromAngle(player.rotation, velocity)
bullet.rotation = player.rotation
bullet:setLinearVelocity(vx, vy)
end
function RotateToTouchPoint(inPointX, inPointY)
local ang = getAngleDeg(player.x, player.y, inPointX, inPointY)
player.rotation = ang
end
local function ScreenTouchListener(event)
local phase = event.phase
if(phase == "began")then
if(touchPoint.isFocus == false)then
touchPoint.alpha = 1
touchPoint.x = event.x
touchPoint.y = event.y
display.getCurrentStage():setFocus(touchPoint, event.id)
touchPoint.isFocus = true
RotateToTouchPoint(event.x, event.y)
shoot(event.x, event.y)
end
elseif(touchPoint.isFocus)then
if(phase == "moved")then
touchPoint.x = event.x
touchPoint.y = event.y
RotateToTouchPoint(event.x, event.y)
elseif(phase == "ended" or phase == "cancelled")then
display.getCurrentStage():setFocus(touchPoint, nil)
touchPoint.isFocus = false
touchPoint.alpha = 0
end
end
return true
end
local function gotShot (event)
event.target:removeSelf()
event.other:removeSelf()
local explosion = sprite.newSprite(killSet)
explosion.x, explosion.y = event.target.x, event.target.y
explosion:prepare("kill")
explosion:play()
localGroup:insert( explosion )
birdCount = birdCount - 1
-- when there are no more birds, remove the runtime event listener and perform the
-- function with a delay of 500 m.s. The function changes the scene to test.lua
if "ended" then
if birdCount == 0 then
Runtime:removeEventListener("touch", ScreenTouchListener)
timer.performWithDelay(500, function()
director:changeScene("mainPage") end, 1)
end
end
end
bird1:addEventListener("collision", gotShot)
Runtime:addEventListener("touch", ScreenTouchListener)
---------
-- MUST return a display.newGroup()
return localGroup
end
Any help is appreciated!
The error message is perfectly clear -- the variable sprite used at this line:
local bird1 = sprite.birdSheet( birdSet )
has a nil value, meaning it has not been initialized or was set to nil. You need to show the earlier code where you should have set it up.
(After OP updates)
I think this line
require "sprite"
should actually be
sprite = require "sprite"
You can read more in modules tutorial here:
http://lua-users.org/wiki/ModulesTutorial

Corona SDK - Removing drawn line group and then drawing again

I'm trying to remove any lines I've drawn with a widget button and then allow the player to draw again. I've tried to delete the group several times...and it works...but then when I go to draw again it crashes! Any help with this scenario?
display.setStatusBar( display.HiddenStatusBar )
local physics = require "physics"
physics.start()
local widget = require( "widget" )
local lines = {}
local lineGroup = display.newGroup()
local prevX,prevY
local isDrawing = false
local i = 0
local kittenCrate = display.newRect(10,10,25,25)
physics.addBody(kittenCrate, "dynamic", { density = 1, friction = 0.5, bounce = 1.6})
local function distanceBetween(x1, y1, x2, y2)
local dist_x = x2 - x1
local dist_y = y2 - y1
local distanceBetween = math.sqrt((dist_x*dist_x) + (dist_y*dist_y))
return distanceBetween
end
local function drawLine(e)
if(e.phase == "began") then
prevX = e.x
prevY = e.y
isDrawing = true
i = i + 1
elseif(e.phase == "moved") then
local distance = distanceBetween(prevX, prevY, e.x, e.y)
if(isDrawing and distance < 100) then
if(lines[i]) then lineGroup:remove(i) end
lines[i] = display.newLine(prevX, prevY, e.x, e.y)
lines[i]:setColor(255, 255, 0)
lines[i].width = 5
local dist_x = e.x - prevX
local dist_y = e.y - prevY
physics.addBody(lines[i], "static", { density = 1, friction = 0.5, bounce = 1, shape = {0, 0, dist_x, dist_y, 0, 0} } )
lineGroup:insert(lines[i])
end
elseif(e.phase == "ended") then
isDrawing = false
end
end
Runtime:addEventListener("touch",drawLine)
local function handleButtonEvent( event )
if ( "ended" == event.phase ) then
print( "Button was pressed and released" )
end
end
-- Create the widget
local button1 = widget.newButton
{
left = 100,
top = 200,
id = "button1",
label = "Remove Rifts",
onEvent = handleButtonEvent
}
I changed your code to the below and it works ok but not perfect. You have to follow your code to see exactly what it does. Although it is strange that Corona crashes when not finding your object.
display.setStatusBar( display.HiddenStatusBar )
local physics = require "physics"
physics.start()
local widget = require( "widget" )
local lines = {}
local lineGroup = display.newGroup()
local prevX,prevY
local isDrawing = false
i = 0
local kittenCrate = display.newRect(10,10,25,25)
physics.addBody(kittenCrate, "dynamic", { density = 1, friction = 0.5, bounce = 1.6})
local function distanceBetween(x1, y1, x2, y2)
local dist_x = x2 - x1
local dist_y = y2 - y1
local distanceBetween = math.sqrt((dist_x*dist_x) + (dist_y*dist_y))
return distanceBetween
end
local function drawLine(e)
if(e.phase == "began") then
prevX = e.x
prevY = e.y
isDrawing = true
i = i + 1
lineGroup.isVisible =true
elseif(e.phase == "moved") then
local distance = distanceBetween(prevX, prevY, e.x, e.y)
if(isDrawing and distance < 100) then
if(lines[i]) then lineGroup:remove(i) end
lines[i] = display.newLine(prevX, prevY, e.x, e.y)
lines[i]:setColor(255, 255, 0)
lines[i].width = 5
local dist_x = e.x - prevX
local dist_y = e.y - prevY
physics.addBody(lines[i], "static", { density = 1, friction = 0.5, bounce = 1, shape = {0, 0, dist_x, dist_y, 0, 0} } )
lineGroup:insert(lines[i])
end
elseif(e.phase == "ended") then
isDrawing = false
end
end
Runtime:addEventListener("touch",drawLine)
local function handleButtonEvent( event )
if ( "ended" == event.phase ) then
print( "Button was pressed and released" )
i=0
lineGroup.isVisible = false
end
end
-- Create the widget
local button1 = widget.newButton
{
left = 100,
top = 200,
id = "button1",
label = "Remove Rifts",
onEvent = handleButtonEvent
}

How to utilize combo scoring in Corona?

i just have a quick question. Im playing around with Corona to try and get the look and feel of it and im currently editing some one else's sample code. I have added a scoring mechanism, and now i want to add a combo scoring mechanism so that when the user chops more than one fruit, i can add an extra 5 points. Its just that i have no idea how to start. If some one would point me in the right direction that would be great thank you. :)
Or if this would be much clearer: How about a function that will help me detect how many objects the user touches/slices in one touch/move?
require ("physics")
local ui = require("ui")
physics.start()
-- physics.setDrawMode ( "hybrid" ) -- Uncomment in order to show in hybrid mode
physics.setGravity( 0, 9.8 * 2)
physics.start()
-- Audio for slash sound (sound you hear when user swipes his/her finger across the screen)
local slashSounds = {slash1 = audio.loadSound("slash1.wav"), slash2 = audio.loadSound("slash2.wav"), slash3 = audio.loadSound("slash3.wav")}
local slashSoundEnabled = true -- sound should be enabled by default on startup
local minTimeBetweenSlashes = 150 -- Minimum amount of time in between each slash sound
local minDistanceForSlashSound = 50 -- Amount of pixels the users finger needs to travel in one frame in order to play a slash sound
-- Audio for chopped fruit
local choppedSound = {chopped1 = audio.loadSound("chopped1.wav"), chopped2 = audio.loadSound("chopped2.wav")}
-- Audio for bomb
local preExplosion = audio.loadSound("preExplosion.wav")
local explosion = audio.loadSound("explosion.wav")
-- Adding a collision filter so the fruits do not collide with each other, they only collide with the catch platform
local fruitProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 2, maskBits = 1}}
local catchPlatformProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 1, maskBits = 2}}
-- Gush filter should not interact with other fruit or the catch platform
local gushProp = {density = 1.0, friction = 0.3, bounce = 0.2, filter = {categoryBits = 4, maskBits = 8} }
-- Will contain all fruits available in the game
local avalFruit = {}
-- Slash line properties (line that shows up when you move finger across the screen)
local maxPoints = 5
local lineThickness = 20
local lineFadeTime = 250
local endPoints = {}
-- Whole Fruit physics properties
local minVelocityY = 850
local maxVelocityY = 1100
local minVelocityX = -200
local maxVelocityX = 200
local minAngularVelocity = 100
local maxAngularVelocity = 200
-- Chopped fruit physics properties
local minAngularVelocityChopped = 100
local maxAngularVelocityChopped = 200
-- Splash properties
local splashFadeTime = 2500
local splashFadeDelayTime = 5000
local splashInitAlpha = .5
local splashSlideDistance = 50 -- The amoutn of of distance the splash slides down the background
-- Contains all the available splash images
local splashImgs = {}
-- Gush properties
local minGushRadius = 10
local maxGushRadius = 25
local numOfGushParticles = 15
local gushFadeTime = 500
local gushFadeDelay = 500
local minGushVelocityX = -350
local maxGushVelocityX = 350
local minGushVelocityY = -350
local maxGushVelocityY = 350
-- Timer references
local bombTimer
local fruitTimer
-- Game properties
local fruitShootingInterval = 1000
local bombShootingInterval = 5000
-- Groups for holding the fruit and splash objects
local splashGroup
local fruitGroup
local sampleVar = true
local score = 0
local scoreText
function main()
score = 0
display.setStatusBar( display.HiddenStatusBar )
setUpBackground()
scoreText = display.newText("Score: 0", 415, 100, native.systemFont, 50)
scoreText:setTextColor(255, 255, 255)
scoreText.text = ("Score: " )..score
pauseAndResume ()
setUpCatchPlatform()
initGroups()
initFruitAndSplash()
Runtime:addEventListener("touch", drawSlashLine)
timer.performWithDelay( 1000, displayScore)
startGame()
end
function displayScore()
scoreText.text = ("Score: " )..score
score = score + 2
end
function startGame()
shootObject("fruit")
bombTimer = timer.performWithDelay(bombShootingInterval, function(event) shootObject("bomb") end, 0)
fruitTimer = timer.performWithDelay(fruitShootingInterval, function(event) shootObject("fruit") end, 0)
end
-- Display the pause button
function pauseAndResume ()
pausebutton = display.newImage ("paused2.png", 10, 100)
pausebutton:addEventListener ("touch" , pauseGame)
resumebutton = display.newImage ("resume.png", 10, 100)
resumebutton.isVisible = false
resumebutton:addEventListener ("touch", resumeGame)
end
function pauseGame (event)
if (event.phase == "ended") then
physics.pause ()
pausebutton.isVisible = false
resumebutton.isVisible = true
timer.pause(fruitTimer)
timer.pause(bombTimer)
sampleVar = false
return true
end
end
function resumeGame (event)
if (event.phase == "ended") then
physics.start()
pausebutton.isVisible = true
resumebutton.isVisible = false
timer.resume(fruitTimer)
timer.resume(bombTimer)
sampleVar = true
return true
end
end
function initGroups()
splashGroup = display.newGroup()
fruitGroup = display.newGroup()
end
function setUpBackground()
local background = display.newImage("bg.png", true)
background.x = display.contentWidth / 2
background.y = display.contentHeight / 2
end
-- Populates avalFruit with all the fruit images and thier widths and heights
function initFruitAndSplash()
local watermelon = {}
watermelon.whole = "watermelonWhole.png"
watermelon.top = "watermelonTop.png"
watermelon.bottom = "watermelonBottom.png"
watermelon.splash = "redSplash.png"
table.insert(avalFruit, watermelon)
local strawberry = {}
strawberry.whole = "strawberryWhole.png"
strawberry.top = "strawberryTop.png"
strawberry.bottom = "strawberryBottom.png"
strawberry.splash = "redSplash.png"
table.insert(avalFruit, strawberry)
-- Initialize splash images
table.insert(splashImgs, "splash1.png")
table.insert(splashImgs, "splash2.png")
table.insert(splashImgs, "splash3.png")
end
function getRandomFruit()
local fruitProp = avalFruit[math.random(1, #avalFruit)]
local fruit = display.newImage(fruitProp.whole)
fruit.whole = fruitProp.whole
fruit.top = fruitProp.top
fruit.bottom = fruitProp.bottom
fruit.splash = fruitProp.splash
return fruit
end
function getBomb()
local bomb = display.newImage( "bomb.png")
return bomb
end
function shootObject(type)
local object = type == "fruit" and getRandomFruit() or getBomb()
fruitGroup:insert(object)
object.x = display.contentWidth / 2
object.y = display.contentHeight + object.height * 2
fruitProp.radius = object.height / 2
physics.addBody(object, "dynamic", fruitProp)
if(type == "fruit") then
object:addEventListener("touch", function(event) chopFruit(object) end)
else
local bombTouchFunction
bombTouchFunction = function(event) explodeBomb(object, bombTouchFunction); end
object:addEventListener("touch", bombTouchFunction)
end
-- Apply linear velocity
local yVelocity = getRandomValue(minVelocityY, maxVelocityY) * -1 -- Need to multiply by -1 so the fruit shoots up
local xVelocity = getRandomValue(minVelocityX, maxVelocityX)
object:setLinearVelocity(xVelocity, yVelocity)
-- Apply angular velocity (the speed and direction the fruit rotates)
local minAngularVelocity = getRandomValue(minAngularVelocity, maxAngularVelocity)
local direction = (math.random() < .5) and -1 or 1
minAngularVelocity = minAngularVelocity * direction
object.angularVelocity = minAngularVelocity
end
function explodeBomb(bomb, listener)
bomb:removeEventListener("touch", listener)
-- The bomb should not move while exploding
bomb.bodyType = "kinematic"
bomb:setLinearVelocity(0, 0)
bomb.angularVelocity = 0
-- Shake the stage
local stage = display.getCurrentStage()
local moveRightFunction
local moveLeftFunction
local rightTrans
local leftTrans
local shakeTime = 50
local shakeRange = {min = 1, max = 25}
moveRightFunction = function(event) rightTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max), y = math.random(shakeRange.min, shakeRange.max), time = shakeTime, onComplete=moveLeftFunction}); end
moveLeftFunction = function(event) leftTrans = transition.to(stage, {x = math.random(shakeRange.min,shakeRange.max) * -1, y = math.random(shakeRange.min,shakeRange.max) * -1, time = shakeTime, onComplete=moveRightFunction}); end
moveRightFunction()
local linesGroup = display.newGroup()
-- Generate a bunch of lines to simulate an explosion
local drawLine = function(event)
local line = display.newLine(bomb.x, bomb.y, display.contentWidth * 2, display.contentHeight * 2)
line.rotation = math.random(1,360)
line.width = math.random(15, 25)
linesGroup:insert(line)
end
local lineTimer = timer.performWithDelay(100, drawLine, 0)
-- Function that is called after the pre explosion
local explode = function(event)
audio.play(explosion)
blankOutScreen(bomb, linesGroup);
timer.cancel(lineTimer)
stage.x = 0
stage.y = 0
transition.cancel(leftTrans)
transition.cancel(rightTrans)
end
-- Play the preExplosion sound first followed by the end explosion
audio.play(preExplosion, {onComplete = explode})
timer.cancel(fruitTimer)
timer.cancel(bombTimer)
end
function blankOutScreen(bomb, linesGroup)
local gameOver = displayGameOver()
gameOver.alpha = 0 -- Will reveal the game over screen after the explosion
-- Create an explosion animation
local circle = display.newCircle( bomb.x, bomb.y, 5 )
local circleGrowthTime = 300
local dissolveDuration = 1000
local dissolve = function(event) transition.to(circle, {alpha = 0, time = dissolveDuration, delay = 0, onComplete=function(event) gameOver.alpha = 1 end}); gameOver.alpha = 1 end
circle.alpha = 0
transition.to(circle, {time=circleGrowthTime, alpha = 1, width = display.contentWidth * 3, height = display.contentWidth * 3, onComplete = dissolve})
end
function displayGameOver()
-- Will return a group so that we can set the alpha of the entier menu
local group = display.newGroup()
-- Dim the background with a transperent square
local back = display.newRect( 0,0, display.contentWidth, display.contentHeight )
back:setFillColor(0,0,0, 255 * .1)
group:insert(back)
local gameOver = display.newImage( "gameover.png")
gameOver.x = display.contentWidth / 2
gameOver.y = display.contentHeight / 2
group:insert(gameOver)
local replayButton = ui.newButton{
default = "replayButton.png",
over = "replayButton.png",
onRelease = function(event) group:removeSelf(); main() ; end
}
group:insert(replayButton)
replayButton.x = display.contentWidth / 2
replayButton.y = gameOver.y + gameOver.height / 2 + replayButton.height / 2
return group
end
-- Return a random value between 'min' and 'max'
function getRandomValue(min, max)
return min + math.abs(((max - min) * math.random()))
end
function playRandomSlashSound()
audio.play(slashSounds["slash" .. math.random(1, 3)])
end
function playRandomChoppedSound()
audio.play(choppedSound["chopped" .. math.random(1, 2)])
end
function getRandomSplash()
return display.newImage(splashImgs[math.random(1, #splashImgs)])
end
function chopFruit(fruit)
if (sampleVar == true) then
displayScore()
playRandomChoppedSound()
createFruitPiece(fruit, "top")
createFruitPiece(fruit, "bottom")
createSplash(fruit)
createGush(fruit)
fruit:removeSelf()
end
end
-- Creates a gushing effect that makes it look like juice is flying out of the fruit
function createGush(fruit)
local i
for i = 0, numOfGushParticles do
local gush = display.newCircle( fruit.x, fruit.y, math.random(minGushRadius, maxGushRadius) )
gush:setFillColor(255, 0, 0, 255)
gushProp.radius = gush.width / 2
physics.addBody(gush, "dynamic", gushProp)
local xVelocity = math.random(minGushVelocityX, maxGushVelocityX)
local yVelocity = math.random(minGushVelocityY, maxGushVelocityY)
gush:setLinearVelocity(xVelocity, yVelocity)
transition.to(gush, {time = gushFadeTime, delay = gushFadeDelay, width = 0, height = 0, alpha = 0, onComplete = function(event) gush:removeSelf() end})
end
end
function createSplash(fruit)
local splash = getRandomSplash()
splash.x = fruit.x
splash.y = fruit.y
splash.rotation = math.random(-90,90)
splash.alpha = splashInitAlpha
splashGroup:insert(splash)
transition.to(splash, {time = splashFadeTime, alpha = 0, y = splash.y + splashSlideDistance, delay = splashFadeDelayTime, onComplete = function(event) splash:removeSelf() end})
end
-- Chops the fruit in half
-- Uses some trig to calculate the position
-- of the top and bottom part of the chopped fruit (http://en.wikipedia.org/wiki/Rotation_matrix#Rotations_in_two_dimensions)
function createFruitPiece(fruit, section)
local fruitVelX, fruitVelY = fruit:getLinearVelocity()
-- Calculate the position of the chopped piece
local half = display.newImage(fruit[section])
half.x = fruit.x - fruit.x -- Need to have the fruit's position relative to the origin in order to use the rotation matrix
local yOffSet = section == "top" and -half.height / 2 or half.height / 2
half.y = fruit.y + yOffSet - fruit.y
local newPoint = {}
newPoint.x = half.x * math.cos(fruit.rotation * (math.pi / 180)) - half.y * math.sin(fruit.rotation * (math.pi / 180))
newPoint.y = half.x * math.sin(fruit.rotation * (math.pi / 180)) + half.y * math.cos(fruit.rotation * (math.pi / 180))
half.x = newPoint.x + fruit.x -- Put the fruit back in its original position after applying the rotation matrix
half.y = newPoint.y + fruit.y
fruitGroup:insert(half)
-- Set the rotation
half.rotation = fruit.rotation
fruitProp.radius = half.width / 2 -- We won't use a custom shape since the chopped up fruit doesn't interact with the player
physics.addBody(half, "dynamic", fruitProp)
-- Set the linear velocity
local velocity = math.sqrt(math.pow(fruitVelX, 2) + math.pow(fruitVelY, 2))
local xDirection = section == "top" and -1 or 1
local velocityX = math.cos((fruit.rotation + 90) * (math.pi / 180)) * velocity * xDirection
local velocityY = math.sin((fruit.rotation + 90) * (math.pi / 180)) * velocity
half:setLinearVelocity(velocityX, velocityY)
-- Calculate its angular velocity
local minAngularVelocity = getRandomValue(minAngularVelocityChopped, maxAngularVelocityChopped)
local direction = (math.random() < .5) and -1 or 1
half.angularVelocity = minAngularVelocity * direction
end
-- Creates a platform at the bottom of the game "catch" the fruit and remove it
function setUpCatchPlatform()
local platform = display.newRect( 0, 0, display.contentWidth * 4, 50)
platform.x = (display.contentWidth / 2)
platform.y = display.contentHeight + display.contentHeight
physics.addBody(platform, "static", catchPlatformProp)
platform.collision = onCatchPlatformCollision
platform:addEventListener( "collision", platform )
end
function onCatchPlatformCollision(self, event)
-- Remove the fruit that collided with the platform
event.other:removeSelf()
end
-- Draws the slash line that appears when the user swipes his/her finger across the screen
function drawSlashLine(event)
-- Play a slash sound
if(endPoints ~= nil and endPoints[1] ~= nil) then
local distance = math.sqrt(math.pow(event.x - endPoints[1].x, 2) + math.pow(event.y - endPoints[1].y, 2))
if(distance > minDistanceForSlashSound and slashSoundEnabled == true) then
playRandomSlashSound();
slashSoundEnabled = false
timer.performWithDelay(minTimeBetweenSlashes, function(event) slashSoundEnabled = true end)
end
end
-- Insert a new point into the front of the array
table.insert(endPoints, 1, {x = event.x, y = event.y, line= nil})
-- Remove any excessed points
if(#endPoints > maxPoints) then
table.remove(endPoints)
end
for i,v in ipairs(endPoints) do
local line = display.newLine(v.x, v.y, event.x, event.y)
line.width = lineThickness
transition.to(line, {time = lineFadeTime, alpha = 0, width = 0, onComplete = function(event) line:removeSelf() end})
end
if(event.phase == "ended") then
while(#endPoints > 0) do
table.remove(endPoints)
end
end
end
main()
Try Runtime touch listener ...in that listener event.phase == "move" you can do like above.In event.phase=="ended" reset the value.
Initial set some temp value.
Tempvalue=0
function displayScore()
if Tempvalue == 0 then
Tempvalue=Tempvalue+1
score = score + 2
scoreText.text = ("Score: " )..score
else
score = score + 5
scoreText.text = ("Score: " )..score
end
I just put the sample how to do.
temp=0
local newLine = function(event)
if event.phase=="began" then
elseif event.phase=="moved" then
for i=1,3 do
if event.target.name==i then
temp=temp+1
--here you can do your action to the object(like remove or score)
print("touch"..temp)
end
end
elseif event.phase=="ended" then
end
return true
end
for i=1,3 do
local myCircle = display.newCircle( 100*i, 100, 9 )
myCircle:setFillColor(128,128,128)
myCircle.name=i
myCircle:addEventListener("touch",newLine)
end

Corona SDK physics with line, why does the line turn into rectangle in the physics engine?

The issue I am having is simple. I have an object in the center of the screen, and then a circle orbiting that object. what i want to do is have the object orbit around the object, when the use touches the screen it will orbit around the object and stop facing where the user tapped the screen.
I am having HUGE amount of difficulty trying to get this work. but what i figured i would do is try to draw a line from the center of the object to where the use clicks and then the ball orbiting the planet hits the line it will stop (simple enough). the problem i am having is that the line object (when viewed in hybrid mode) is more of a rectangle then it is a line (in the physics engine so this messes with my expected result. does anyone have any idea on what im doing wrong here? or how corona is handling this? and how to possibly fix it? or any other solution would work great as well.
physics = require("physics") ; physics.start() ; physics.setGravity( 0,0 ) ;
physics.setDrawMode( "hybrid" )
display.setStatusBar( display.HiddenStatusBar )
math.randomseed( os.time() )
--set up some references and other variables
local ox, oy = math.abs(display.screenOriginX), math.abs(display.screenOriginY)
local cw, ch = display.contentWidth, display.contentHeight
--set up collision filters
local screenFilter = { categoryBits=2, maskBits=1 }
local objFilter = { categoryBits=1, maskBits=14 }
local fieldFilter = { categoryBits=4, maskBits=1 }
local magnetFilter = { categoryBits=8, maskBits=1 }
--set initial magnet pull
local magnetPull = 0.85
--set up world and background
local screenBounds = display.newRect( -ox, -oy, display.contentWidth+ox+ox, display.contentHeight+oy+oy )
screenBounds.name = "screenBounds"
screenBounds.isVisible = false ; physics.addBody( screenBounds, "static", { isSensor=true, filter=screenFilter } )
local function newPositionVelocity( object )
local math_random = math.random
local side = math_random( 1,4 ) ; local posX ; local posY ; local velX ; local velY
if ( side == 1 or side == 3 ) then
posX = math_random(0,display.pixelHeight)
velX = math_random( -10,10 ) * 5
if ( side == 1 ) then posY = -oy-40 ; velY = math_random( 8,18 ) * 16
else posY = display.contentHeight+oy+40 ; velY = math_random( 8,16 ) * -16
end
else
posY = math_random(0,display.pixelWidth)
velY = math_random( -10,10 ) * 5
if ( side == 4 ) then posX = -ox-40 ; velX = math_random( 8,16 ) * 16
else posX = display.contentWidth+ox+40 ; velX = math_random( 8,16 ) * -16
end
end
object.x = posX ; object.y = posY
object:setLinearVelocity( velX, velY )
object.angularVelocity = math_random( -3,3 ) * 40
object.alpha = 1
end
require( "repeller");
local rect = createRepeller(15, "rect",cw/2, cw/2);
local function objectCollide( self, event )
local otherName = event.other.name;
local function onDelay( event )
local action = ""
if ( event.source ) then action = event.source.action; timer.cancel( event.source ) end
if ( action == "makeJoint" ) then
self.hasJoint = true
self.touchJoint = physics.newJoint( "touch", self, self.x, self.y )
self.touchJoint.frequency = magnetPull
self.touchJoint.dampingRatio = 0.0
self.touchJoint:setTarget( 512, 384 )
elseif ( action == "leftField" ) then
self.hasJoint = false ; self.touchJoint:removeSelf() ; self.touchJoint = nil
else
if ( self.hasJoint == true ) then self.hasJoint = false ; self.touchJoint:removeSelf() ; self.touchJoint = nil end
newPositionVelocity( self )
end
end
if ( event.phase == "ended" and otherName == "screenBounds" ) then
local tr = timer.performWithDelay( 10, onDelay ) ; tr.action = "leftScreen"
elseif ( event.phase == "began" and otherName == "rect" ) then
transition.to( self, { time=400, alpha=0, onComplete=onDelay } )
elseif ( event.phase == "began" and otherName == "field" and self.hasJoint == false ) then
local tr = timer.performWithDelay( 10, onDelay ) ; tr.action = "makeJoint"
elseif ( event.phase == "ended" and otherName == "field" and self.hasJoint == true ) then
local tr = timer.performWithDelay( 10, onDelay ) ; tr.action = "leftField"
end
end
local function setupWorld()
for i=1, 0 do
local obj = display.newCircle(0,0, 12 )
physics.addBody( obj, "dynamic", { bounce=.3, radius=12, density = 0.0 --[[,filter=objFilter]] } )
obj. isBullet = true;
newPositionVelocity( obj )
obj.hasJoint = false;
obj.name = "ball";
obj.collision = objectCollide ; obj:addEventListener( "collision", obj )
end
local field = display.newCircle(cw/2, ch/2, 320);
field.alpha = 0.2;
field.name = "field";
field.x = display.contentCenterX ; field.y = display.contentCenterY;
physics.addBody( field, "static", { isSensor=true, radius=320, filter=fieldFilter });
magnet = display.newCircle(cw/2, ch/2, 40 )
magnet.name = "magnet"
magnet.x = display.contentCenterX ; magnet.y = display.contentCenterY
physics.addBody( magnet, "static", { bounce=0, radius=40, filter=magnetFilter } )
end
setupWorld()
deg = 0.0;
local prevPosY = 0
local line = display.newLine(cw/2,ch/2,cw/2,ch/2);
local function onTouch(event)
if line ~= nil then
line:removeSelf();
end
if event.phase == "began" then
prevPosY = event.y
end
if(event.y >= prevPosY) then
myJoint.motorSpeed = -(1.5 * prevPosY - event.y);
elseif(event.y <= prevPosY) then
myJoint.motorSpeed = 1.5 * prevPosY - event.y;
end
if(prevPosY - event.y == 0) then
--myJoint.motorSpeed = 0;
end
prevPosY = event.y;
line = display.newLine(cw/2,ch/2,event.x, event.y);
line.width= 1;
line.name = "line";
physics.addBody(line, { isSensor = true })
local function lineCol(self, event)
if (event.other.name=="rect") then
myJoint.motorSpeed = 0;
print(event.other.name, event.name);
--rect:removeSelf();
end
end
line.collision = lineCol;
line:addEventListener("collision", line);
end
line = display.newLine(cw/2,ch/2, 200 , 250);
line.width= 1;
line.name = "line";
physics.addBody(line, { isSensor = true, shape=line })
--Runtime:addEventListener( "collision", lineCol)
physics.addBody(rect,"dynamic", {bounce = 0, density = 0})
myJoint = physics.newJoint( "pivot", rect, magnet, cw/2, ch/2);
myJoint.isMotorEnabled = true;
myJoint.motorSpeed = 0;
myJoint.maxMotorTorque = 100;
Runtime:addEventListener("touch", onTouch);
and my "repeller.lua"
function createRepeller(size, name, locX, locY)
local rep = display.newCircle(locX,locY, size);
rep.name = name;
return rep;
end
In Corona, lines aren't really applicable for physics bodies... as in, you can apply one, but it probably won't be the shape you expect. What I would advise is to create a very thin rectangle (a newRect()) object and then rotate/position that line to the point where you need. Or, just use math formulas like the other user suggests.
Best of luck,
Brent

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