Coming from Torque2D previous to using Corona, I find myself suddenly missing an awesome feature that Torque2D had, primarily useful for game developers:
World Limits!
To summarize for those who never used Torque2D, “World Limits” are basically a user-defined region: this could be the exact border of the screen, or it could extend beyond the visible limits of the screen, in any direction. All other objects, physical bodies or not, could then be set to interact with these bounding limits. Upon contact with a world limit, objects could then be handled in a myriad of ways: “Kill” to destroy it, “Bounce”, “Stick”, or “Slide”… or even a custom function call.
World Limits, while perhaps trivial to some developers, were incredibly useful for game designers. Assume you have a scrolling game like “Tilt Monster”. Instead of manually checking each object’s Y position as it scrolls across and off the screen, Torque2D would have allowed Jon to simply say (in code) “When this object hits the top world limit, I want to move it back to the bottom, off the screen, and resume its scrolling.”
Another example would be a game where objects (bullets, balls, platforms, enemies, whatever) scrolled around and occasionally off the screen. World limits could be set as 100+ pixels larger than the screen in all directions, and when any object hit those limits, it would be deleted… far easier for the game to clean up after itself!
Currently, Corona doesn’t have anything to match this in ease or simplicity. I know there are dozens of higher priorities than this, and we have a couple “workarounds” (i.e. Runtime listener checking each object’s location, or even invisible collision boxes on all 4 sides, etc.). Just thought I’d put my feedback in for this, as an eventual addition to Corona.
Brent
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