Does Corona have collision detection that's NOT physics based?

I’m developing a sprite-driven 2-d game and I want to add collision detection, but don’t necessarily need the objects bouncing off each other with physics. My game is like Frogger, devoid of physics. I need to sense when objects are colliding, but they don’t need to have mass. They just need to trigger animations to play. Am I going to have to use the physics based collision detection and work around it for my needs? Any help would be appreciated, as I’m in the early learning phases of developing with Corona.
[import]uid: 79394 topic_id: 14069 reply_id: 314069[/import]

body.isSensor

A (write-only) boolean property that sets an internal “isSensor” property across all elements in the body. A sensor passes through other objects rather than bouncing off them, but still fires some collision events (for example, the table pockets in the “SimplePool” sample code are sensors). Because this body property acts across all body elements, it unconditionally overrides any “isSensor” settings on the elements themselves.

myBody.isSensor = true

[import]uid: 68741 topic_id: 14069 reply_id: 51821[/import]

You could try using the isSensor attribute which would register a collision, yet allow for objects to pass through each other freely without the effect of physics.
Just be aware that objects with more than 8 physical points may cause multiple collisions/crashes as I found out the hard way!
So if you can restrict the number of points, then it should work without any issues at all (Mine did)

http://developer.anscamobile.com/content/game-edition-physics-bodies

http://developer.anscamobile.com/reference/index/bodyissensor [import]uid: 40538 topic_id: 14069 reply_id: 51822[/import]

I think isSensor still requires physics.

Search the forums for collision detection without physics. There are two very simple functions to test of two objects are overlapping. One for rectangle shapes and one for circle shapes.

You have to use an “enterFrame” event to test the objects to see if they overlap and process the results if they do.

Really simple, really!
[import]uid: 19626 topic_id: 14069 reply_id: 51833[/import]

When i made Ciganoid
http://www.facebook.com/pages/Black-Phoenix-Games/212102442146352

I used a mix of tables and physics. I used a loop for this, then used basic physics to handle each of the over 900 lung pixels.

 if settings:getVar("paddlesize") == 0 then   
 if ((ball.y \> 343) and (ball.y \< 357)) then  
 if (math.abs(paddle.x - ball.x) \< 35) then   
 vx, vy = ball:getLinearVelocity()  
 vx = -(paddle.x - ball.x)/.15   
 ball:setLinearVelocity(vx, -ballpower)  
 if \_G.soundtoggle == 0 then  
 audio.play(paddlesound)  
 end  
 end  
 end  
 end  

also as said above isSensor may do the trick as well. Its just not your only choice. [import]uid: 39391 topic_id: 14069 reply_id: 51854[/import]

Thanks to everyone who replied for the suggestions!

@robmiracle I’ve found the two functions you were talking about, one by jhocking, and the other by jayantv. I’m going to try them out first, as I’d like to stay physics free if possible, and then move on to using isSensor, as notts and baig suggested.

@adamdenterkin Thanks for sharing that helpful snippet, I took a look at your game and it’s a really great idea, glad you made it! [import]uid: 79394 topic_id: 14069 reply_id: 51965[/import]