I have posted part of my code below. Having an array sounds interesting, how would i go about implementing it or use a different method to achieve my goal
[code]
–>Background image code
local background = display.newImage(“bkg_bricks.png”)
localGroup:insert(background)
balloon = display.newImage(“red_balloon1.png”)
balloon.x = display.contentWidth/2
balloon.y = display.contentHeight/2
physics.addBody(balloon, { bounce =0.4, radius =47, friction =1.0, filter=balloonCollisionFilter} )
localGroup:insert(balloon)
finish1 = display.newImage(“brickGreen1.png”)
finish1.x = 300
finish1.y = 160
physics.addBody( finish1, “static”, { friction=0.5, bounce=0.3, filter=finish1CollisionFilter } )
localGroup:insert(finish1)
function onLocalCollision( self, event )
if ( event.phase == “began” ) then
elseif ( event.phase == “ended” ) then
balloon:removeSelf()
balloon = nil
end
end
balloon.collision = onCollision
balloon:addEventListener( “collision”, balloon )
finish1.collision = onLocalCollision
finish1:addEventListener( “collision”, finish1 )
balloon2 = display.newImage(“red_balloon2.png”)
balloon2.x = balloon.x + 105
balloon2.y = display.contentHeight/2
physics.addBody(balloon2, { bounce =0.5, radius =47, friction =1.0, filter=balloon2CollisionFilter } )
localGroup:insert(balloon2)
finish2 = display.newImage(“brickGreen2.png”)
finish2.x = 160
finish2.y = 160
localGroup:insert(finish2)
physics.addBody( finish2, “static”, { friction=0.5, bounce=0.3, filter=finish2CollisionFilter } )
function onLocalCollision( self, event )
if ( event.phase == “began” ) then
elseif ( event.phase == “ended” ) then
balloon2:removeSelf()
balloon2 = nil
end
end
balloon2.collision = onCollision
balloon2:addEventListener( “collision”, balloon2 )
finish2.collision = onLocalCollision
finish2:addEventListener( “collision”, finish2 )
balloon3 = display.newImage(“red_balloon3.png”)
balloon3.x = balloon.x - 105
balloon3.y = display.contentHeight/2
physics.addBody(balloon3, { bounce =0.3, radius =48, friction =1.0, filter=balloon3CollisionFilter} )
localGroup:insert(balloon3)
finish3 = display.newImage(“brickGreen3.png”)
finish3.x = 30
finish3.y = 160
localGroup:insert(finish3)
physics.addBody( finish3, “static”, { friction=0.5, bounce=0.3, filter=finish3CollisionFilter } )
function onLocalCollision( self, event )
if ( event.phase == “began” ) then
elseif ( event.phase == “ended” ) then
balloon3:removeSelf()
balloon3 = nil
end
end
balloon3.collision = onCollision
balloon3:addEventListener( “collision”, balloon3 )
finish3.collision = onLocalCollision
finish3:addEventListener( “collision”, finish3 )
nextLevel = display.newImage(“bt_moveFromLeft.png”)
local function bt02t ( event )
if event.phase == “ended” then
director:changeScene(“level2”)
end
end
nextLevel :addEventListener(“touch”,bt02t)
nextLevel .x = 240
nextLevel .y = 120
nextLevel.isVisible = false
localGroup:insert(nextLevel )
function moveBalloon(event)
balloon = event.target
balloon:applyLinearImpulse( 0, -0.3, event.x, event.y )
end
balloon:addEventListener(“touch”, moveBalloon)
balloon2:addEventListener(“touch”, moveBalloon)
balloon3:addEventListener(“touch”, moveBalloon)
[/code] [import]uid: 24981 topic_id: 5751 reply_id: 19734[/import]