Need help with physics - applyTorque

I think I am using applyTorque wrong and I can not find any examples on the web. Here is the code I have:

[lua]------------------------------------------
– NEWPADDLEWHEEL FUNCTION

function newPaddleWheel(x,y)
local paddleWheel = display.newImage(“sprites/paddleWheel.png”, x, y)
–paddleWheel:setReferencePoint(display.TopLeftReferencePoint)
local part1 = {-25,30,-30,24,25,-30,30,-25}
local part2 = {30,25,24,30,-30,-25,-25,-30}
local part3 = {-4,39,-4,-39,4,-39,4,39}
local part4 = {-39,4,-39,-4,39,-4,39,4}

local body = physics.addBody(paddleWheel, “kinematic”,
{ density = 1.0, friction = 0.3, bounce = 0.2 , shape = part1},
{ density = 1.0, friction = 0.3, bounce = 0.2 , shape = part2},
{ density = 1.0, friction = 0.3, bounce = 0.2 , shape = part3},
{ density = 1.0, friction = 0.3, bounce = 0.2 , shape = part4}
)
body:applyTorque(200)

end[/lua]

I am trying to make it rotate around its center of mass when another physics body hits it. So far it just doesnt do anything when another body hits it. Any help is greatly appreciated, thanks. [import]uid: 9484 topic_id: 17663 reply_id: 317663[/import]

Here is the most basic example I can think of;

[lua]require ( “physics” )
physics.start()
physics.setGravity( 0, 0 )

local myBody = display.newRect( 100, 180, 30, 60 )
physics.addBody(myBody)

myBody:applyTorque(1)[/lua]

If you provide plug and play code so people can see your problem on their own machines you might be able to get more specific assistance with it.

Peach :slight_smile: [import]uid: 52491 topic_id: 17663 reply_id: 67239[/import]