Hi Brent,
Yes I originally tried something like you suggested.
Here’s what I tried though:
if event.phase == “ended” and fudge == true then
placing.lhTag = original_tag
display.getCurrentStage():setFocus( nil )
placing.isFocus = false
placing.gravityScale = 1
placing.isAwake = true
placing.isSensor = false
fudge = false
--placing.isBodyActive = false
--placing.linearDamping = 10000000
--placing.linearDamping = 0
– just messing around here trying to fix it!!
placing.isBodyActive = true
local vx, vy = placing:getLinearVelocity()
placing:setLinearVelocity( 0, vy )
placing.isBodyActive = false
placing.isBodyActive = true
--loader:cancelPreCollisionCallbackBetweenTags(placing.lhTag,“fruit”, pre_collision)
--loader:cancelPreCollisionCallbackBetweenTags(placing.lhTag,“static”, pre_collision)
loader:cancelBeginOrEndCollisionCallbackBetweenTags(placing.lhTag,“static”, beginend_collision)
loader:cancelBeginOrEndCollisionCallbackBetweenTags(placing.lhTag,“fruit”, beginend_collision)
remove_listener_place2()
add_listener_touch()
touch_joint:removeSelf()
Still has x velocity
Any ideas?
Cheers