Simply amazing. Thanks for posting the above code (with additions)! I love the sense of community Corona has. [import]uid: 14218 topic_id: 13365 reply_id: 51662[/import]
Amazing code!, thank to much for sharing.
So, how can I do a sprite to move with the bounce moving.
Into the code below, I it could be inserting the lines “-- A sprite sheet with a white ball” into the “local function MovePlayerUpOrDown()”, but I don’t know how to do that.
Can anyone help me with this?.
Thanks
require “sprite”
display.setStatusBar( display.HiddenStatusBar )
– The background
local sky = display.newImage( “background.jpg” )
local baseline = 280
local physics = require (“physics”)
local PlayerUpDownSpeed = 300
local MovePlayerUp = 0
local MovePlayerDown = 0
– A sprite sheet with a white ball
local sheet2 = sprite.newSpriteSheet( “square.png”, 128, 128 )
local spriteSet2 = sprite.newSpriteSet(sheet2, 1, 15)
sprite.add( spriteSet2, “man”, 1, 15, 200, 0 ) – play 15 frames every 200 ms
local instance2 = sprite.newSprite( spriteSet2 )
instance2.x = 3 * display.contentWidth / 4 + 30
instance2.y = baseline - 55
instance2:prepare(“man”)
instance2:play()
–****************************************+++
local function SpawnPlayer()
Player = display.newCircle( 100 , 100 , 16 )
physics.addBody( Player , “daynamic” ,{ bounce = 0 , friction = 0 , density = 1 , radius = 16 } )
Player.isFixedRotation = true
end
–*******************************************************–
–*******************************************************–
local function CreateGround()
local ground = display.newRect( 0, baseline, 480, 90 )
ground:setFillColor( 0x31, 0x5a, 0x18 )
physics.addBody( ground , “static” ,{ bounce = 0 , friction = 0 , density = 1 } )
end
–*******************************************************–
–*******************************************************–
local function MovePlayerUpOrDown()
if MovePlayerUp == 1 then
Player:setLinearVelocity( 0 , - PlayerUpDownSpeed )
else
vx , vy = Player:getLinearVelocity()
Player:setLinearVelocity( vx , vy )
end
end
–*******************************************************-
local function Touch(event)
if event.phase == “began” then
MovePlayerUp = 1
elseif ( event.phase == “ended” or event.phase == “canceled” ) then
MovePlayerUp = 0
end
end
–*******************************************************–
local function EnterFrame(event)
MovePlayerUpOrDown()
end
–*******************************************************–
local function InitPhysics()
physics.start( true )
physics.setScale( 100 )
physics.setDrawMode( “normal” )
physics.setGravity( 0 , 5 )
end
–*******************************************************–
local function InitGame()
InitPhysics()
CreateGround()
SpawnPlayer()
end
–*******************************************************–
InitGame()
Runtime:addEventListener( “touch”, Touch )
Runtime:addEventListener( “enterFrame” , EnterFrame ) [import]uid: 54055 topic_id: 13365 reply_id: 51813[/import]
Small Change to not make the Player stop it’s x-Movement when jumping:
i know this thread is allready a bit older. but i assume the code is still uptodate.
at least i just used it and it’s working really nice.
one simple addition, just in case someone is really new to corona and didnt figure it out by himself:
[lua]–if you dont want the jump to cancel your movement in the X-axis just add
– one change to your MovePlayerUpOrDown() function
local function MovePlayerUpOrDown()
if MovePlayerUp == 1 then
–getting the current directional movement
local vx , vy = Player:getLinearVelocity()
–putting in vx instead of 0
Player:setLinearVelocity( vx , - PlayerUpDownSpeed )
else
local vx , vy = Player:getLinearVelocity()
Player:setLinearVelocity( vx , vy )
end
end[/lua]
i hope thats the way you do it,
if it’s not, give me a hint how to do it better.
btw. hooray, first post here! hello everybody 
cheers and many many thanks for the jump code, saved me quite some time,
Michael [import]uid: 11133 topic_id: 13365 reply_id: 129647[/import]
Small Change to not make the Player stop it’s x-Movement when jumping:
i know this thread is allready a bit older. but i assume the code is still uptodate.
at least i just used it and it’s working really nice.
one simple addition, just in case someone is really new to corona and didnt figure it out by himself:
[lua]–if you dont want the jump to cancel your movement in the X-axis just add
– one change to your MovePlayerUpOrDown() function
local function MovePlayerUpOrDown()
if MovePlayerUp == 1 then
–getting the current directional movement
local vx , vy = Player:getLinearVelocity()
–putting in vx instead of 0
Player:setLinearVelocity( vx , - PlayerUpDownSpeed )
else
local vx , vy = Player:getLinearVelocity()
Player:setLinearVelocity( vx , vy )
end
end[/lua]
i hope thats the way you do it,
if it’s not, give me a hint how to do it better.
btw. hooray, first post here! hello everybody 
cheers and many many thanks for the jump code, saved me quite some time,
Michael [import]uid: 11133 topic_id: 13365 reply_id: 129647[/import]