Hi,
It’s strange that when I run this code
jet = display.newImage("redJet.png", 0, 0) jet.x, jet.y = 100, 100 physics.addBody(jet, "static", {density = 0.1, bounce = 0.1, friction = 0.2, radius = 12}) jet.enterFrame = actiaveJets screenGroup:insert(jet)[/code]And then later this[code]function actiaveJets(self, event) self:applyForce(0, -1.5, self.x, self.y)endfunction touchScreen(event) if event.phase == "began" then Runtime:addEventListener("enterFrame", jet) end if event.phase == "ended" then Runtime:removeEventListener("enterFrame", jet) endend[/code]To attach and remove the event listener, if I add that jet as "static", I get the first touch phase as "began" but if I change it to "dynamic", the first touch event I get will be either "moved" or "ended" !If you press the screen two times, the second touch will be good and you will get the "began" phase but you have to touch the game twice!As you can see, it's very important to have the correct touch phase because my object is falling down and with the touch event I push it up.Please note that I'm using storyboard API, wondering that if this affects these stuff.Why is that? [import]uid: 206803 topic_id: 35559 reply_id: 335559[/import]