Object tap listener based off of physics sensor?

It seems from what I can tell, the object:addEventListener( “tap”, listener) works off of the bounds that is generated from the image size used on the object? 

What I am trying to do is just make it so the tap area for my player is a bit bigger than the player itself.

I tried making a physics body that was a sensor and was huge, but it still seemed to only respond to the tap when I clicked on the image of the player, rather than the sensor.

Whats the best way to get around this? A runtime listener for circle object that follows the player?

Thanks!

‘Sensors’ are a physics thing which basically tells Box2D, do not have a physics response when two physics objects collide or overlap. 

Sensors have nothing to do with the touch system.

Having said that, You can mask an object and have only the non-transparent regions be touchable:

http://docs.coronalabs.com/daily/api/type/DisplayObject/isHitTestMasked.html

Following the example at that link you could simply make a mask image of the same size as your source (player) image, but where the white part is a little bigger than the character image.

player.png pmask.png

Thanks! That sounds like a way better solution. Much appreciated!

Note: I updated my answer above to include more details.

Oh very cool. Thanks!

‘Sensors’ are a physics thing which basically tells Box2D, do not have a physics response when two physics objects collide or overlap. 

Sensors have nothing to do with the touch system.

Having said that, You can mask an object and have only the non-transparent regions be touchable:

http://docs.coronalabs.com/daily/api/type/DisplayObject/isHitTestMasked.html

Following the example at that link you could simply make a mask image of the same size as your source (player) image, but where the white part is a little bigger than the character image.

player.png pmask.png

Thanks! That sounds like a way better solution. Much appreciated!

Note: I updated my answer above to include more details.

Oh very cool. Thanks!