Hi,
I am playing around with Accelerometer and I use part of the code from the ShapeTumbler sample project. Below is my code:
display.setStatusBar( display.HiddenStatusBar ) local physics = require("physics") physics.start() physics.setScale( 60 ) physics.setGravity( 0, 9.8 ) -- initial gravity points downwards system.setAccelerometerInterval( 100 ) -- set accelerometer to maximum responsiveness -- Build this demo for iPhone to see accelerometer-based gravity function onTilt( event ) physics.setGravity( ( 9.8 \* event.xGravity ), ( -9.8 \* event.yGravity ) ) end Runtime:addEventListener( "accelerometer", onTilt ) local topWall = display.newRect(0,0,500, 10) topWall.anchorX = 0 topWall.anchorY = 0 topWall.x = 10 topWall.y = 10 local leftWall = display.newRect(0,0,10, 500) leftWall.anchorX = 0 leftWall.anchorY = 0 leftWall.x = 10 leftWall.y = 10 local bottomWall = display.newRect(0,0,500,10) bottomWall.anchorX = 0 bottomWall.anchorY = 0 bottomWall.x = 10 bottomWall.y = leftWall.contentHeight local rightWall = display.newRect(0,0,10,500) rightWall.anchorX = 0 rightWall.anchorY = 0 rightWall.x = topWall.contentWidth rightWall.y = 10 local circle = display.newCircle(0,0, 30) circle.x = 50 circle.y = 50 local circle1 = display.newCircle(0,0, 20) circle1.x =200 circle1.y = 110 physics.addBody(circle, {radius=circle.contentWidth/2, bounce = 0.3}) physics.addBody(circle1, {radius=circle1.contentWidth/2, bounce = 0.7}) physics.addBody(topWall, "static") physics.addBody(leftWall, "static") physics.addBody(bottomWall, "static") physics.addBody(rightWall, "static")
When I move the balls to the corner, they will get stuck there. If one ball is stuck, it can be release if another collide with it. I doubt it is physics issue rather than accelerometer issue. Anybody experience such an issue and have the solution?
Thanks.
Lin