I’d like to draw a line and let the object follow the line that I draw with a transition ( like in this game: https://itunes.apple.com/it/app/spy-mouse/id445992465?mt=8 )
Is it possible? [import]uid: 27760 topic_id: 35161 reply_id: 335161[/import]
@“lost45”: your subscription expired… and yet you’re still here to chime in about that old, limited-purpose bezier curve thing from almost 2 years ago? Sounds familiar. 
Moving on… @MDVgamesStudios… this actually IS possible in Corona, with two potential methods that come to mind. One of these will require advanced math to evenly determine midpoints between “key points” along the spline/curve. The math is too detailed to discuss in this post, but you can read about some methods including the Catmull-Rom spline here:
http://en.wikipedia.org/wiki/Catmull-Rom#Catmull.E2.80.93Rom_spline
The “cheater” method, if you’re already using physics, is to calculate (or pick up via touch-drag) a series of points along the “drawn gesture” path. Then, have a touch joint point that is attached to your object step along that path in an incremental timed series, point after point. With the proper damping on the touch joint, the object will smoothly follow behind, curving nicely as it tracks behind with a slight amount of “flexibility”. I built a gesture track-follow simulation using this method over a year ago, and the result was quite nice… perhaps not as accurate as the math method, but certainly easier to implement.
Brent [import]uid: 200026 topic_id: 35161 reply_id: 139875[/import]
@“lost45”: your subscription expired… and yet you’re still here to chime in about that old, limited-purpose bezier curve thing from almost 2 years ago? Sounds familiar. 
Moving on… @MDVgamesStudios… this actually IS possible in Corona, with two potential methods that come to mind. One of these will require advanced math to evenly determine midpoints between “key points” along the spline/curve. The math is too detailed to discuss in this post, but you can read about some methods including the Catmull-Rom spline here:
http://en.wikipedia.org/wiki/Catmull-Rom#Catmull.E2.80.93Rom_spline
The “cheater” method, if you’re already using physics, is to calculate (or pick up via touch-drag) a series of points along the “drawn gesture” path. Then, have a touch joint point that is attached to your object step along that path in an incremental timed series, point after point. With the proper damping on the touch joint, the object will smoothly follow behind, curving nicely as it tracks behind with a slight amount of “flexibility”. I built a gesture track-follow simulation using this method over a year ago, and the result was quite nice… perhaps not as accurate as the math method, but certainly easier to implement.
Brent [import]uid: 200026 topic_id: 35161 reply_id: 139875[/import]