I just finished reading this from the blog
http://coronalabs.com/blog/2014/09/16/tutorial-swiping-an-object-to-fixed-points/
To Rob,
Thanks for the write up, it’s useful in some way to what I’m currently working on.
And this I wanted to ask others,
I have a question or concern to address however.
I noticed that with the transition.to physics objects aren’t as responsive to collisions, for example lets say there are two objects.
Let’s call the first object player and the second object candy.
Both player and candy are physics objects that are suppose to collide, and after a collision the candy disappears and the user receives a point.
So the player starts at the left edge and if you swipe, it’ll transition.to the player over to the right edge, and let’s say for example that the goal is to swipe as the candy falls from the top of the screen, so just before the candy passes the same y position as the player, you swipe and the player seems to just pass through the candy without a collision detected.
I have my objects set as physics, both of them dynamic, the candy isSensor is true, and the player isBullet is true too.
I set physics.setScale(60)
It is like 1/3 times where the collision will actually register, and the rest of the time it goes through like it’s a ghost.
Does anyone know where I might of made a mistake in my assumptions?