hey guys,
sorry about my obnoxious questions, but i have my walls set as static, and my triangle set as kinematic. well, when i drag my triangle to the walls, it goes right through. heres the code i have:
[code]
local leftWall = display.newRect(0, 0, 1, display.contentHeight )
localGroup:insert(leftWall)
local rightWall = display.newRect(display.contentWidth, 0, 1, display.contentHeight )
localGroup:insert(rightWall)
local ceiling = display.newRect(0, 0, display.contentWidth, 1 )
localGroup:insert(ceiling)
local floor = display.newRect(320, 0, 1, 480)
localGroup:insert(floor)
physics.addBody(floor, “static”, {bounce = 0.0} )
physics.addBody(leftWall, “static”, { bounce = 0.0} )
physics.addBody(rightWall, “static”, { bounce = 0.0} )
physics.addBody(ceiling, “static”, { bounce = 0.0} )
local wall = display.newImage( “Shortwall1.png”, 100, 400 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 150, 400 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall2.png”, 150, 386 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall2.png”, 0, 400 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 150, 350 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall2.png”, 150, 300 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 100, 350 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 100, 300 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 250, 300 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 100, 215 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall2.png”, 100, 201 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 200, 122 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall2.png”, 50, 120 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 50, 133 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 50, 200 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 50, 280 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 0, 280 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 0, 200 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 0, 133 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 0, 50 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall2.png”, -10, 50 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 150, 48 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 150, 0 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 100, -22 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 250, 228 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall1.png”, 250, 90 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local wall = display.newImage( “Shortwall2.png”, 150, 78 )
physics.addBody(wall, “static”, { bounce = 0.0} )
localGroup:insert(wall)
local triangle = display.newImage( “triangle.png” )
physics.addBody(triangle, {density=.8, friction=.3, bounce=.6})
localGroup:insert(triangle)
local speedX = 0
local speedY = 0
local prevTime = 0
local prevX = 0
local prevY = 0
local function drag( event )
local triangle = event.target
local phase = event.phase
if “began” == phase then
display.getCurrentStage():setFocus( triangle )
triangle.x0 = event.x - triangle.x
triangle.y0 = event.y - triangle.y
event.target.bodyType = “kinematic”
event.target:setLinearVelocity( 0, 0 )
event.target.angularVelocity = 0
else
if “moved” == phase then
triangle.x = event.x - triangle.x0
triangle.y = event.y - triangle.y0
elseif “ended” == phase or “cancelled” == phase then
display.getCurrentStage():setFocus( nil )
event.target.bodyType = “dynamic”
triangle:setLinearVelocity(speedX, speedY)
end
end
return true
end
triangle:addEventListener(“touch”, drag)
[code]
thanks in advance! Any help would be greatly appreciated!
[import]uid: 19836 topic_id: 7849 reply_id: 307849[/import]