@peach ok here is the plug and play code so basically to just let the square move the screen and you will see the ball removed because the ball is to far from the square.
[code]module(…, package.seeall)
– Main function - MUST return a display.newGroup()
function new()
local localGroup = display.newGroup()
local physics = require(“physics”)
require “ui”
local ui = require(“ui”)
require( “camera” )
local loqsprite = require(‘loq_sprite’)
physics.start()
–physics.setDrawMode(“hybrid”)
local t = {}
local baseline = 0
local tree = {}
local sky = display.newGroup()
local camera = Camera:new()
local life = 5
local game = display.newGroup();
game.x = -10
–[[for i = 1, 100, 1 do
local back = display.newImage( “layer_back.png” )
back.x = back.contentWidth * i - ( back.contentWidth / 2 )
camera:addObject( back )
local middle = display.newImage( “layer_middle.png” )
middle.x = back.x
camera:addObject( middle )
local front = display.newImage( “layer_front.png” )
front.x = back.x
camera:addObject( front )
end
local width, height = camera:getContentSize()
camera:setClampingBounds( 0, 0, width, height )
local onTouch = function( event )
camera:drag( event )
end
Runtime:addEventListener( “touch”, onTouch )]]–
–[[local baseline = 230
local sky1 = display.newImage (“hill.png”)
sky1:setReferencePoint(display.CenterLeftReferencePoint)
sky1.x = 0
sky1.y = baseline - 10
localGroup:insert(sky1)
local baseline3 = 230
local sky3 = display.newImage (“hill2.png”)
sky3:setReferencePoint(display.CenterLeftReferencePoint)
sky3.x = 240
sky3.y = baseline3 - -10
localGroup:insert(sky3)
local sky4 = display.newImage (“hill3.png”)
sky4:setReferencePoint(display.CenterLeftReferencePoint)
sky4.x = 500
sky4.y = baseline - -60
localGroup:insert(sky4)
local tPrevious = system.getTimer()
local function move(event)
local tDelta = event.time - tPrevious
tPrevious = event.time
local xOffset = ( 0.1 * tDelta )
sky1.x = sky1.x - xOffset
sky3.x = sky3.x - xOffset
sky4.x = sky4.x - xOffset
if (sky1.x + sky1.contentWidth) < 0 then
sky1:translate( 480 * 2, 0)
end
if (sky3.x + sky3.contentWidth) < 0 then
sky3:translate( 480 * 2, 0)
end
if (sky4.x + sky4.contentWidth) < 0 then
sky4:translate( 480 * 2, 0)
end
end
Runtime:addEventListener( “enterFrame”, move )]]–
local box = display.newRect(100, 160, 30, 30)
game:insert( box )
local slow = display.newRect(240, 280, 30,30)
local buttona = display.newRect( 30, 280, 30 ,30)
local road1 = display.newRect( -600, 240, 1000, 10 )
physics.addBody(road1,“static”,{density = 0, bounce = 0.1, friction = 0})
road1.name = “road1”
game:insert( road1 )
–camera:addObject( road1 )
local road2 = display.newRect(400, 210 ,10, 40)
road2.alpha = 1
road2.name = “road1”
–camera:addObject( road2 )
local road3 = display.newRect(400, 210, 500, 10 )
physics.addBody(road3,“static”,{density = 0, bounce = 0, friction = 0})
road3.name = “road1”
game:insert( road3 )
–camera:addObject( road3 )
local road4 = display.newRect(900, 180, 10, 40)
physics.addBody(road4,“static”,{density = 0, bounce = 0.1, friction = 0})
road4.name = “road1”
game:insert( road4 )
–camera:addObject( road4 )
local road5 = display.newRect(900, 180, 500, 10)
physics.addBody(road5,“static”,{density = 0, bounce = 0.1, friction = 0})
road5.name = “road1”
game:insert( road5 )
–camera:addObject( road5 )
local road6 = display.newRect(1400, 150, 10, 40)
physics.addBody(road6,“static”,{density = 0, bounce = 0.1, friction = 0})
road6.name = “road1”
game:insert( road6 )
–camera:addObject( road6 )
local road7 = display.newRect(1400, 150, 500, 10)
physics.addBody(road7,“static”,{density = 0, bounce = 0.1, friction = 0})
road7.name = “road1”
game:insert( road7 )
–camera:addObject( road7 )
local road8 = display.newRect(1900, 90, 10, 70)
physics.addBody(road8,“static”,{density = 0, bounce = 0.1, friction = 0})
road8.name = “road1”
game:insert( road8 )
–camera:addObject( road8 )
local road9 = display.newRect(1900, 90, 100, 10)
physics.addBody(road9,“static”,{density = 0, bounce = 0.1, friction = 0})
road9.name = “road1”
game:insert( road9 )
–camera:addObject( road9 )
local road10 = display.newRect(2000, 90, 10, 70)
physics.addBody(road10,“static”,{density = 0, bounce = 0.1, friction = 0})
road10.name = “road1”
game:insert( road10 )
–camera:addObject( road10 )
local road11 = display.newRect(2000, 150, 100, 10)
physics.addBody(road11,“static”,{density = 0, bounce = 0.1, friction = 0})
road11.name = “road1”
game:insert( road11 )
–camera:addObject( road11 )
local road12 = display.newRect(2100, 150, 10, 70)
physics.addBody(road12,“static”,{density = 0, bounce = 0.1, friction = 0})
road12.name = “road1”
game:insert( road12 )
–camera:addObject( road12 )
local road13 = display.newRect(2100, 220, 500, 10)
physics.addBody(road13,“static”,{density = 0, bounce = 0.1, friction = 0})
road13.name = “road1”
game:insert( road13 )
–camera:addObject( road13 )
local road14 = display.newRect(2600, 220, 10, 40)
physics.addBody(road14,“static”,{density = 0, bounce = 0.1, friction = 0})
road14.name = “road1”
game:insert( road14 )
camera:addObject( road14 )
local road15 = display.newRect(2600, 260, 500, 10)
physics.addBody(road15,“static”,{density = 0, bounce = 0.1, friction = 0})
road15.name = “road1”
game:insert( road15 )
–camera:addObject( road15 )
local road16 = display.newRect(3100, 230, 10, 40)
physics.addBody(road16,“static”,{density = 0, bounce = 0.1, friction = 0})
road16.name = “road1”
game:insert( road16 )
–camera:addObject( road16 )
local road17 = display.newRect(3100, 230, 500, 10)
physics.addBody(road17,“static”,{density = 0, bounce = 0.1, friction = 0})
road17.name = “road1”
game:insert( road17 )
–camera:addObject( road17 )
local road18 = display.newRect(3600,200, 10, 40)
physics.addBody(road18,“static”,{density = 0, bounce = 0.1, friction = 0})
road18.name = “road1”
game:insert( road18 )
–camera:addObject( road18 )
local road19 = display.newRect(3600,200, 400, 10)
physics.addBody(road19,“static”,{density = 0, bounce = 0.1, friction = 0})
road19.name = “road1”
game:insert( road19 )
–camera:addObject( road19 )
local road20 = display.newRect(4000,200, 10, 70)
physics.addBody(road20,“static”,{density = 0, bounce = 0.1, friction = 0})
road20.name = “road1”
game:insert( road20 )
–camera:addObject( road20 )
local road21 = display.newRect(4000,260, 100, 10)
physics.addBody(road21,“static”,{density = 0, bounce = 0.1, friction = 0})
road21.name = “road1”
game:insert( road21 )
–camera:addObject( road21 )
local road22 = display.newRect(4100,200, 10, 70)
physics.addBody(road22,“static”,{density = 0, bounce = 0.1, friction = 0})
road22.name = “road1”
game:insert( road22 )
–camera:addObject( road22 )
local road23 = display.newRect(4100,200, 500, 10)
physics.addBody(road23,“static”,{density = 0, bounce = 0.1, friction = 0})
road23.name = “road1”
game:insert( road23 )
–camera:addObject( road23 )
local road24 = display.newRect(4600,170, 10, 40)
physics.addBody(road24,“static”,{density = 0, bounce = 0.1, friction = 0})
road24.name = “road1”
game:insert( road24 )
–camera:addObject( road24 )
local road255 = display.newRect(4600,170, 300, 10)
physics.addBody(road255,“static”,{density = 0, bounce = 0.1, friction = 0})
road255.name = “road1”
game:insert( road255 )
–camera:addObject( road25 )
local road25 = display.newRect(4900,170, 10, 40)
physics.addBody(road25,“static”,{density = 0, bounce = 0.1, friction = 0})
road25.name = “road1”
game:insert( road25 )
–camera:addObject( road25 )
local road26 = display.newRect(4900,200, 300, 10)
physics.addBody(road26,“static”,{density = 0, bounce = 0.1, friction = 0})
road26.name = “road1”
game:insert( road26 )
–camera:addObject( road26 )
local road27 = display.newRect(5200,200, 10, 70)
physics.addBody(road27,“static”,{density = 0, bounce = 0.1, friction = 0})
road27.name = “road1”
game:insert( road27 )
–camera:addObject( road27 )
local road28 = display.newRect(5200,260, 100, 10)
physics.addBody(road28,“static”,{density = 0, bounce = 0.1, friction = 0})
road28.name = “road1”
game:insert( road28 )
–camera:addObject( road28 )
local road29 = display.newRect(5300,200, 10, 70)
physics.addBody(road29,“static”,{density = 0, bounce = 0.1, friction = 0})
road29.name = “road1”
game:insert( road29 )
–camera:addObject( road29 )
local road30 = display.newRect(5300,200, 200, 10)
physics.addBody(road30,“static”,{density = 0, bounce = 0.1, friction = 0})
road30.name = “road1”
game:insert( road30 )
–camera:addObject( road30 )
local road31 = display.newRect(5500,200, 10, 70)
physics.addBody(road31,“static”,{density = 0, bounce = 0.1, friction = 0})
road31.name = “road1”
game:insert( road31 )
–camera:addObject( road31 )
local road32 = display.newRect(5500,260, 400, 10)
physics.addBody(road32,“static”,{density = 0, bounce = 0.1, friction = 0})
road32.name = “road1”
game:insert( road32 )
–camera:addObject( road32 )
local road33 = display.newRect(5900,200, 10, 70)
physics.addBody(road33,“static”,{density = 0, bounce = 0.1, friction = 0})
road33.name = “road1”
game:insert( road33 )
–camera:addObject( road33 )
local road34 = display.newRect(5900,200, 400, 10)
physics.addBody(road34,“static”,{density = 0, bounce = 0.1, friction = 0})
road34.name = “road1”
game:insert( road34 )
–camera:addObject( road34 )
local road35 = display.newRect(6300,200, 10, 40)
physics.addBody(road35,“static”,{density = 0, bounce = 0.1, friction = 0})
road35.name = “road1”
game:insert( road35 )
–camera:addObject( road35 )
local road36 = display.newRect(6300,230, 500, 10)
physics.addBody(road36,“static”,{density = 0, bounce = 0.1, friction = 0})
road36.name = “road1”
game:insert( road36 )
–camera:addObject( road36 )
local road37 = display.newRect(6800,200, 10, 40)
physics.addBody(road37,“static”,{density = 0, bounce = 0.1, friction = 0})
road37.name = “road1”
game:insert( road37 )
–camera:addObject( road37 )
local road38 = display.newRect(6800,200, 500, 10)
physics.addBody(road38,“static”,{density = 0, bounce = 0.1, friction = 0})
road38.name = “road1”
game:insert( road38 )
–camera:addObject( road38 )
local road39 = display.newRect(7300,170, 10, 40)
physics.addBody(road39,“static”,{density = 0, bounce = 0.1, friction = 0})
road39.name = “road1”
game:insert( road39 )
–camera:addObject( road39 )
local road40 = display.newRect(7300,170, 600, 10)
physics.addBody(road40,“static”,{density = 0, bounce = 0.1, friction = 0})
road40.name = “road1”
game:insert( road40 )
–camera:addObject( road40 )
physics.addBody(road2,“static”,{density = 0, bounce = 0.1, friction = 0})
game:insert( road2 )
–camera:addObject( road2 )
ball = display.newCircle(200, 200 ,20 ,20 )
game:insert( ball )
physics.addBody(ball,{density = 30, bounce = 0.2, friction = 0, radius = 19})
local word = display.newText(“Right”, 30 ,30, “Arial”, 30)
word.x = 240
word.y = 270
local lifes = display.newText("Life: ",0,0,nil,22)
lifes.x = 40
lifes.y = 270
lifes.text = "Life: "… life
local function lost (event)
if life == 0 then
display.remove(ball)
end
end
Runtime:addEventListener(“enterFrame”, lost)
local move = function( event )
ball:applyForce( 100, 2000, ball.x, ball.y )
ball.angularVelocity = 700
end
Runtime:addEventListener( “enterFrame”, move )
local slows = function( event )
ball:applyForce( 2000, -22000, ball.x, ball.y )
ball.angularVelocity = 0
end
slow:addEventListener( “touch”, slows )
local move = function( event )
box.x = box.x + 3
camera:update( event )
end
Runtime:addEventListener( “enterFrame”, move )
local function moveCamera()
if (box.x > 90 and box.x < 200000) then
game.x = -box.x + 400
end
end
Runtime:addEventListener( “enterFrame”, moveCamera )
local jump = 0
local function onScreenTouch( event )
if event.phase == “began” then
jump = jump + 1
if jump < 2 then
ball:applyForce( 10, -22000, ball.x, ball.y )
elseif jump == 2 then
ball:applyForce( 10, -22000, ball.x, ball.y )
print(jump)
end
end
end
buttona:addEventListener( “touch”, onScreenTouch )
local function onCollision4(event)
if event.phase == “began” and event.other.name == “road1” then
jump = 0
print(“works”)
end
end
ball.preCollision = onLocalPreCollision
ball:addEventListener(“collision”, onCollision4)
local distLimit = 200
local function checkFrame(event)
if ball ~= nil then
if (math.abs(box.x - ball.x)) > distLimit then
–the two objects are now too far apart
–destroy
display.remove(ball)
ball = nil
end
end
end
Runtime:addEventListener(“enterFrame”,checkFrame)
–[[
camera:addObject( road1 )
camera:addObject( road2 )
camera:addObject( road3 )
camera:addObject( road4 )
camera:addObject( road5 )
camera:addObject( road6 )
camera:addObject( road7 )
camera:addObject( road8 )
camera:addObject( road9 )
camera:addObject( road10 )
camera:addObject( road11 )
camera:addObject( road12 )
camera:addObject( road13 )
camera:addObject( road14 )
camera:addObject( road15 )
camera:addObject( road16 )
camera:addObject( road17 )
camera:addObject( road18 )
camera:addObject( road19 )
camera:addObject( road20 )
camera:addObject( road21 )
camera:addObject( road22 )
camera:addObject( road23 )
camera:addObject( road24 )
camera:addObject( road25 )
camera:addObject( road26 )
camera:addObject( road27 )
camera:addObject( road28 )
camera:addObject( road29 )
camera:addObject( road30 )
camera:addObject( road31 )
camera:addObject( road32 )
camera:addObject( road33 )
camera:addObject( road34 )
camera:addObject( road35 )
camera:addObject( road36 )
camera:addObject( road37 )
camera:addObject( road38 )
camera:addObject( road39 )
camera:addObject( road40 )
camera:addObject( road255 )
]]–
return localGroup
end [/code]
Also this code is using director just to say. So just plug it in the menu.lua or any lua besides main and see why I get this error thanks
[import]uid: 17058 topic_id: 21500 reply_id: 85350[/import]