Collision Stopped Working

Hi

In my project I have collisions working well. I am now attempting to shot a missile from one moving object to another but the collision detection does not appear to be working. Here is my code, hopefully obvious?

  function myCollision(self, event)  if  event.phase == "began"  then  print(event.target.type) print(event.other.type) --  print (event.target.type   .. ": hit " .. event.other.type) elseif (event.phase == "ended") then end end   bird = display.newSprite(sheet3, { name="b1", start=1, count=8, time=1000} )       bird.x = 130     bird.y =  centerY/3   --random(\_H2) -500 --\* .5     bird.type = "bird"     bird.xScale = .3     bird.yScale = .3     bird:play()    group:insert( bird )        physics.addBody( bird ,"dynamic", { density=1.0, friction=1, bounce=0, radius=20})            bird.isFixedRotation=true      --bird.isSensor = true       function fireNut(event)   local score = 0  images3 ={   "images/nut1.png",   "images/nut2.png",   "images/nut3.png",   "images/nut4.png",   "images/nut5.png",   "images/nut6.png" } local randomImage2 = images3[math.random(1,6)] nutShot = display.newImage(group,randomImage2,10) nutShot.x= bird.x+60 + score nutShot.y = bird.y+10 nutShot.xScale = .1 nutShot.yScale = .1 physics.addBody( nutShot , "kinematic",{density=0, friction=0, bounce=0, radius=30})  nutShot.type = "badNut" nutShot.collision = myCollision nutShot:addEventListener("collision", nutShot) nutShot.isSensor = true nutShot.isBullet = true transition.to(nutShot, { time = 1000 + score, x = \_W + 100, y=cenerY}) -- transition = easingx.easeOutElastic }) score = score +150   end  end  end   function jump(event) if (event.phase == "began") then  fireTimer = timer.performWithDelay( 200, fireNut, 0)   if gameOver ~= true then  bird:applyForce(0,-800,bird.x, bird.y)  end  elseif (event.phase == "ended")  then  if fireTimer ~= nil then  timer.cancel( fireTimer ) end end  end   sky:addEventListener( "touch", jump )  

It’s because of the transition.to and it just ignores collision. I’m not sure why the functions do it and I really don’t know a work around it as it would be nice for the transitions to just register the other physics bodies.

Anyways setLinearVelocity works well when I try to use bullets.

 I ha no idea. yes it works now. Interesting as you can detect collisions when you hit an object that is in transition.

Thank you

It’s because of the transition.to and it just ignores collision. I’m not sure why the functions do it and I really don’t know a work around it as it would be nice for the transitions to just register the other physics bodies.

Anyways setLinearVelocity works well when I try to use bullets.

 I ha no idea. yes it works now. Interesting as you can detect collisions when you hit an object that is in transition.

Thank you