Hey guys,
I am creating an app in which the user has many balls that spawn every second. 10 blue balls = 1 green ball, 10 green = 1 yellow, 10 yellow = 1 orange, etc. These balls are kind of like currency as well because if you buy something in the upgrade store, it takes it from your ball collection.
I am working on a level system in which you use your balls to battle other people’s balls. What I am trying to figure out is how I can use a collision listener to make it that when two balls collide, they affect damage on each other. I also want to figure out how to assign an attack value for every ball that spawns. (Just to let you all know, the balls are created in an array).
Essentially, I want the attack scene to by autonomous. So like if a blue ball collided with an enemy ball, the blue ball would affect one damage to the enemy and the enemy would affect 1 to the blue ball. When an enemy or a bue ball has a health of <= 0, it would remove itself from the scene.
blue = {} blueHealth = {} blues = display.newGroup() function initBlue() for i = 1, blueOnes do blue[i] = display.newImage("blueball.png") blue[i].x = math.random(100, 200) blue[i].y = math.random(-400, -100) blue[i].width = 40 blue[i].height = 40 physics.addBody(blue[i], "dynamic", { bounce = 0.5, friction = 0.2, radius = 20}) blueHealth[i] = 1 blue[i].id = "good" blues:insert(blue[i]) end end initBlue() blueCPU = {} blueHealthCPU = {} bluesCPU = display.newGroup() function initBlueCPU() for i = 1, blueOnesCPU do blueCPU[i] = display.newImage("blueball.png") blueCPU[i].x = math.random(800, 900) blueCPU[i].y = math.random(-400, -100) blueCPU[i].width = 40 blueCPU[i].height = 40 physics.addBody(blueCPU[i], "dynamic", { bounce = 0.5, friction = 0.2, radius = 20}) blueHealthCPU[i] = 1 blueCPU[i].id = "bad" bluesCPU:insert(blueCPU[i]) end end initBlueCPU()