@peach I just tried the your code and still same problem, here I will post the plug and play code so you can see the ball speeding up
[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)
–[[
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]
So this is the code [import]uid: 17058 topic_id: 21504 reply_id: 85351[/import]