How to create bubble force effect and bomb effect like in Devil Hunter game?

http://www.youtube.com/watch?v=8ml9SLASFmo

Hi everyone, currently I’m learning physics in corona sdk. I’ve been wondering on how to create bubble force effect and bomb effect like Devil Hunter game. When the bubble tap, the bubble produce somewhat a force towards the objects near the bubble. And after bomb detonate, it will destroy the objects near that bomb. Thank you for the knowledge sharing  :slight_smile:

http://coronalabs.com/blog/2014/03/25/tutorial-using-particle-designer-in-corona/

There is also a library called Particle Candy as well. Good for clouds, fireballs, star fields, all those sorts of things.

Hi, maybe my question is a bit misleading. What I want is not the effect in terms of graphics and particle. What I want is after the bubble tapped, the object near it will be effected in terms of force or something similar. Same thing goes to the bomb.  :slight_smile:

how much math do you know?  comfortable with vectors (or “DIY” representations thereof)?  it’s pretty simple if you’ve got the background, roughly (pseudocode):

for all other physics bodies potentially affected by bomb   calc delta xy from bubble to this body   calc distance (aka magnitude of deltaxy)   if (within maximum blast radius)     normalize delta xy     apply some power function to fade intensity with distance (inverse-squared?)     scale by some magical arbitrary value tuned for your gameplay     body:applyLinearImpulse   end end

hth

I’ve found this tutorial http://code.tutsplus.com/tutorials/corona-sdk_physics_explosions–mobile-4756

and it is really useful regarding this problem.

http://coronalabs.com/blog/2014/03/25/tutorial-using-particle-designer-in-corona/

There is also a library called Particle Candy as well. Good for clouds, fireballs, star fields, all those sorts of things.

Hi, maybe my question is a bit misleading. What I want is not the effect in terms of graphics and particle. What I want is after the bubble tapped, the object near it will be effected in terms of force or something similar. Same thing goes to the bomb.  :slight_smile:

how much math do you know?  comfortable with vectors (or “DIY” representations thereof)?  it’s pretty simple if you’ve got the background, roughly (pseudocode):

for all other physics bodies potentially affected by bomb   calc delta xy from bubble to this body   calc distance (aka magnitude of deltaxy)   if (within maximum blast radius)     normalize delta xy     apply some power function to fade intensity with distance (inverse-squared?)     scale by some magical arbitrary value tuned for your gameplay     body:applyLinearImpulse   end end

hth

I’ve found this tutorial http://code.tutsplus.com/tutorials/corona-sdk_physics_explosions–mobile-4756

and it is really useful regarding this problem.