Move Scene in corona - coronasdk

I am new to corona and my Problem id I have a long scene and in that I have a ball body. When it moves up i want to move the scene up. How to do this in Corona.

This is done using a display group to contain your entire scene (the level, the ball, everything) and then move that display group. Physics in Corona don't work between display groups for this very reason, so that that you can move the scene without affecting physics inside the scene. Refer to the "Egg Breaker" sample project.

Related

Collision between SKSpriteNode and SKTileMapNode

In a mario-like platform game, when my Scene launches, I create a SKTileSet as well as a SKTileMapNode programmatically (using the editor is not an option).
For now, the map only contains the ground on which the player must walk.
I have successfully added the player as a SKSpriteNode, and added a physics body, so that the player falls from the sky, through the screen when the game launches.
The issue is, I can't figure out the best way to prevent the player from falling through the ground.
Should I add a physics body to each tile of the ground, or detect collisions and correct the position of the player? If I do so, why attach a physics body to the player at all, since I need to check and correct its position all the time?

SpriteKit Racing top down Game

I want to write a simple top down racing game for iOS. I want to use Sprite Kit instead Cocos2D , I'm new to game development and I have a question:
How can I create the race tracks? What I think is: One single big background image for each track and a car that moves over it and remains inside the track by interaction with a path. The path is inserted by a coordinate system in the level code and represents the "borders" of the road.
Is this a good way to start a top down racing game? Or are there better ways? How can I "draw" the path over my background image?
You can use "Tiled Map Editor" http://www.mapeditor.org/ to create your maps. I'm thinking you'll only need a few unique tiles, one for straight track, one for grass, one for curved track, maybe some trees, etc.
As for the path, you can try to use an polygonal edge physics body? And then move the car to where the user touches on the screen. if the user tries to move the car outside, the car will bump against the physics body of the edge.

Scrolling combined with physics moves my sprite out of the screen

I'm implementing a side scrolling game with SpriteKit:
As long as my sprite stays in the middle of the screen, I'm moving the sprite
When the sprite reaches the left or the right part of the screen, I'm moving the level instead of my sprite:
This works quite well, unless my sprite collides with another object. In that case the level (triggered by my code) and the sprite (triggered by the physics engine) are moved and the sprite moves outside the screen:
I tried to stop the impulse which is applied from the physics engine. This hasn't worked.
Any idea how to handle this?
Thanks
Stefan
I suppose by "moving the level" you mean moving the background view.
Why don't you just have an area in which your sprite moves that is the same size as your background? You can scroll to keep the sprite visible without disturbing the logic of physics and other manipulation of the movement.

scale around certain point over time SpriteKit

I have a SpriteKit Scene in which I want to have the effect as if a camera zoom and scale. Does anyone know of any libraries or some easy methods of doing this?
It was very easy to do in other 2D engines but does not seem simple.
I was thinking of doing it from the app delegate, and using the window to zoom since my character does stay around the same position.
The desired effect I would like to accomplish is like that of the start of an Angry Bird level when the camera pans into the level and then the launch doc.
http://www.youtube.com/watch?v=_iQbZ3KNGWQ This is an example of the camera zoom and pans I am talking about.
Thanks for the help.
If you add an SKNode to the SKScene, and make your scene content children of that node instead of direct children of the scene, then you can zoom and pan all of the contained content just by adjusting the xScale, yScale and position properties of the added node. (Any content you did not want scrolled e.g. scores or whatever could then be added to a different SKNode or added directly to the scene).
The adjustment could be done by overriding one of update:, didEvaluateActions, or didSimulatePhysics in your SKScene subclass. The choice would depend on if you are just moving your character around by yourself in update:, or if it also gets moved around by running SKActions or by simulated physics.

Making a Sprite unmovable...[Chipmunk & Cocos2D]

Im using Chipmunk with Cocos2d to make a gravity based puzzle game, however I have reached a part of my project whereby I need a sprite that once drawn does not move and cannot be moved by the other sprites within the environment.
In essence...
Can I create a static (non moving) sprite that is not affected by in game gravity or other objects in the game.
Thanks in advance I've only been doing this project a week....
Yes, this is possible.
1) Create a body with infinite mass and moment.
2) Do not add the body to the space.
3) Create the desired shape.
Use cpSpaceAddStaticShape to add the shape to the space.

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