i have llittle game,but doesnt work. my game is about to exploit the balls that are falling.
mi problem is that some of the balls when are falling go out of the screen,
i put two wall to solved but occasionally some ball are goin off the screen in the little space between top of the scren and the wall and i dont now if there is a code that allows that all the balls stay always in the screen and didnt go out this is my code (sorry for the bad english i am from venezuela,very newbie)
[code]
o = 0;
time_remain = 10;
time_up = false;
ready = false;
total_balls = 25
–set music
local pop_sound = audio.loadSound(“pop.mp3”)
local win_sound = audio.loadSound(“win.mp3”)
local fail_sound = audio.loadSound(“fail.mp3”)
local display_txt = display.newText(“Wait”, 0, 0, native.sistemFont, 16*2);
display_txt.xScale = .5; display_txt.yScale = .5;
display_txt:setReferencePoint(display.bottomLeftReferencePoint);
display_txt.x = 20; display_txt.y = display.contentHeight-20;
local countdowntxt = display.newText(time_remain, 0, 0, native.systemFont, 16*2);
countdowntxt.xScale = .5; countdowntxt.yScale = .5 ;
countdowntxt:setReferencePoint(display.BottomRigthReferencePoint) ;
countdowntxt.x = display.contentWidth-20; countdowntxt.y = display.contentHeight-20;
– add physics engine, start up the engine, and apply gravity
local physics = require(“physics”)
physics.start()
– Set gravity to act “down” (ie, toward the bottom of the device )
physics.setGravity (0, 20)
–set wally image and position
local wally = display.newImage(“bara5.png”)
wally.x = display.contentWidth/1
–turn wally into physics body
physics.addBody(wally,“static”)
–add floor image and position
local floor = display.newImage(“bar.png”)
floor.y = display.contentHeight/1
– turn floor into physics body
physics.addBody(floor,“static”)
local function trackBalls(obj)
obj:removeSelf()
o = o-1
if(time_up ~= true) then
if(o == 0) then
audio.play(win_sound)
timer.cancel(gametmr)
display_txt.text = “WIN!”
end
end
end
local function countDown(event)
if(time_remain == 10) then
ready = true
display_txt.text = “Go!”
audio.play(soundtrack, {loops =-1})
end
time_remain = time_remain-1
countdowntxt.text = time_remain
if(time_remain == 0) then
time_up = true
if(o ~= 0) then
audio.play(fail_sound)
display_txt.text = “FAIL”
ready = false
end
end
end
–set ball to stage and position
local function spawnBall()
local ball =display.newImage(“bead2.png”)
ball.x = math.random ( 320 )
ball.y = -100
–set wall image and position
local wall= display.newImage(“bara5.png”)
wall.x = display.contentWidth/102
–turn wall into physics body
physics.addBody(wall,“static”)
– turn ball into physics body
physics.addBody(ball,{bounce = 0.3 } )
function ball:touch(e)
if(ready == true ) then
if(e.phase == “ended”) then
–play pop
audio.play(pop_sound)
–remove the balls
trackBalls(self);
end
end
return true;
end
–increment o for every ball created
o = o+1;
ball:addEventListener(“touch”, ball) ;
–if all balls created, start the game timer
if(o == total_balls) then
gametmr = timer.performWithDelay(1000, countDown, 10 );
else
ready = false;
end
end
timer.performWithDelay( 5,spawnBall,total_balls) [import]uid: 179948 topic_id: 31713 reply_id: 331713[/import]