Hi Peach!, it seems to be just mine. No physics involved in the app, I think is something related with the touch event as my app is heavy based on that, but I cannot tell for sure as the only thing I have is what I wrote above…
It has to be something related with the touch in this function, thank for your support 
[lua] function playAreaArcade:touch(event)
local obj_1 = event.target.obj1
local obj_2 = event.target.obj2
local obj_3 = event.target.obj3
if Game.isPaused == false then
if (event.phase == “began”) then
display.getCurrentStage():setFocus(event.target, event.id)
t_touch[“bDoingTouch”] = true
t_touch[“beginX”] = event.x
t_touch[“beginY”] = event.y
end
if event.phase == “ended” then
local gesture
local gestoIncorrecto = true
t_touch[“endX”] = event.x
t_touch[“endY”] = event.y
– Llamada a chequear la direccion del gesto
gesture = self:checkSwipeDirection( event )
– Por implementar recuperar el objeto actual a tratar
if (event.target.obj1_swipe == gesture) then
gestoIncorrecto = false
if (self:gestoReconocido(obj_1)) then
obj_1 = nil
event.target.activeObjs = event.target.activeObjs - 1
event.target.obj_1 = nil
event.target.obj1_swipe = “CLEANSED”
end
end
if (event.target.obj2_swipe == gesture) then
gestoIncorrecto = false
if (self:gestoReconocido(obj_2)) then
obj_2 = nil
event.target.activeObjs = event.target.activeObjs - 1
event.target.obj_2 = nil
event.target.obj2_swipe = “CLEANSED”
end
end
if (event.target.obj3_swipe == gesture) then
gestoIncorrecto = false
if (self:gestoReconocido(obj_3)) then
obj_3 = nil
event.target.activeObjs = event.target.activeObjs - 1
event.target.obj_3 = nil
event.target.obj3_swipe = “CLEANSED”
end
end
if (gestoIncorrecto == true) then
event.target:dispatchEvent( { name=“gestoFallado”, target=event.target } )
end
if (event.target.activeObjs == 0) then
event.target:dispatchEvent({name=“touchAreaLimpia”, target=event.target })
end
t_touch[“bDoingTouch”] = false
display.getCurrentStage():setFocus(event.target, nil)
end
end
return true – Parar distribución del evento touch
end
…
function spawn(i_grupo)
local ySpawnPoint = -50
local touchGroup = display.newGroup()
currNumTouchGrp = currNumTouchGrp + 1
touchGroup.id = “Grupo_” … currNumTouchGrp
local touchArea = display.newRect(touchGroup, 0, -100, _W, 100 )
–Colorearla solo en fase de desarrollo
–touchArea:setFillColor(255,0,0)
touchArea.tipo = “Area”
touchArea.alpha = 0.1
touchArea:addEventListener(“touch”, playAreaArcade)
touchArea:addEventListener( “gestoFallado”, playAreaArcade)
touchArea:addEventListener(“touchAreaLimpia”, playAreaArcade)
local obj1 = Objeto:new(i_grupo.ObjLeft)
obj1.id = i_grupo.ObjLeft.id
obj1.isLocked = i_grupo.ObjLeft.locked
touchGroup:insert(obj1)
obj1:setReferencePoint ( display.CenterReferencePoint )
obj1.x = xmiddle1
obj1.y = ySpawnPoint
obj1:addEventListener(“touch”, obj1)
local obj2 = Objeto:new(i_grupo.ObjMiddle)
obj2.id = i_grupo.ObjMiddle.id
obj2.isLocked = i_grupo.ObjMiddle.locked
touchGroup:insert(obj2)
obj2:setReferencePoint ( display.CenterReferencePoint )
obj2.x = xmiddle2
obj2.y = ySpawnPoint
obj2:addEventListener(“touch”, obj2)
local obj3 = Objeto:new(i_grupo.ObjRight)
obj3.id = i_grupo.ObjRight.id
obj3.isLocked = i_grupo.ObjRight.locked
touchGroup:insert(obj3)
obj3:setReferencePoint ( display.CenterReferencePoint )
obj3.x = xmiddle3
obj3.y = ySpawnPoint
obj3:addEventListener(“touch”, obj3)
touchArea.obj1 = obj1
touchArea.obj2 = obj2
touchArea.obj3 = obj3
touchArea.obj1_swipe = obj1.gesture
touchArea.obj2_swipe = obj2.gesture
touchArea.obj3_swipe = obj3.gesture
touchArea.activeObjs = 3
playAreaArcade:insert(touchGroup)
table.insert(Game.activeTouchGroups, touchGroup)
Game.activeTouchSet:insert( touchGroup )
– Transition
tnt:newTransition(touchGroup, {time=1000, y = i_grupo.pos_Y, transition=easing.inOutExpo})
– onComplete= function(touchGroup)
– Score:restar_vida(touchArea.activeObjs)
– playAreaArcade:removeTouchAreaGroup(touchGroup)
– end })
end[/lua] [import]uid: 8933 topic_id: 24820 reply_id: 100774[/import]