ok i think ill share a bit o code. I have done alot of collision stuff in a previous game of mine, so i know how to check if an object has collided, im just trying to get my physics object types figured out how i would like, here is what i have.
[lua]---------SET PHYSICS---------------
local physics = require(“physics”)
physics.setGravity(0,0)
physics.start()
–physics.setDrawMode(“hybrid”)
–Main Player Object Creation
local playerObject = display.newImage(“bomb.png”)
playerObject.x = midX - 80
playerObject.y = midY + 30
physics.addBody(playerObject, “kinematic”, { isSensor = true, density=0, radius = 25})
gameScreen:insert(playerObject)
playerObject.type=“playerObject”
local ground = display.newRect(0,0, 800, 10 )
ground.x = 519
ground.y = 255
gameScreen:insert(ground)
physics.addBody( ground, “static”, { density=1, friction=0.3, bounce=0 } )
local object_1 = display.newRect(0,0, 50, 50 )
object_1.x = 369
object_1.y = 100
gameScreen:insert(object_1)
physics.addBody( object_1, { density=1, friction=0.3, bounce=0.2 } )
object_1.type=“death”
local onLocalCollision = function( self, event )
if event.target.type == “playerObject” and event.other.type == “death” and event.phase == “began” then
testText.text = “collided!”
end
end
—Collision Listener
playerObject.collision = onLocalCollision
playerObject:addEventListener( “collision”, playerObject )[/lua]
Anyways thats pretty much the basic code, when i start the game the object that is dynamic still falls.
Maybe you could try it yourself peach? could be a corona issue? probly not =D [import]uid: 19620 topic_id: 14559 reply_id: 53934[/import]