local storyboard = require “storyboard”
local scene = storyboard.newScene()
physics = require( “physics” )
physics.start()
physics.setGravity(0, 0) – x , y
function scene:createScene( event )
local group = self.view
– Limites do ecrã
local borderTop = display.newRect( 0, 0, 1000, 1 )
borderTop:setFillColor( 0, 0, 0, 0) – make invisible
physics.addBody( borderTop, “static”, borderBodyElement )
local borderBottom = display.newRect( 0, 707, 1000, 1 )
borderBottom:setFillColor( 0, 0, 0, 0) – make invisible
physics.addBody( borderBottom, “static”, borderBodyElement )
local borderLeft = display.newRect( 0, 1, 1, 707 )
borderLeft:setFillColor( 0, 0, 0, 0) – make invisible
physics.addBody( borderLeft, “static”, borderBodyElement )
local borderRight = display.newRect( 1000, 1, 1, 707 )
borderRight:setFillColor( 0, 0, 0, 0) – make invisible
physics.addBody( borderRight, “static”, borderBodyElement )
end
function scene:enterScene( event )
local group = self.view
–CirculoVermelhoDireita
local myCircle = display.newCircle(40, 40, 30)
local trailprops = {x= 20, y = 20,r = 5} – r= tamanho do circulo do rasto, x e y é para centrar o rasto no meio
physics.addBody (myCircle, “dynamic”, {density=1.0, friction=0.5, bounce=0.0 } )
myCircle:setFillColor ( 255, 0, 0)
myCircle.x = 580
myCircle.y = 435
–Mover circuloVermelho
function myCircle:touch ( event )
if event.phase == “began” then
self.markX = self.x
self.markY = self.y
elseif event.phase == “moved” then
local x = (event.x - event.xStart) + self.markX
local y = (event.y - event.yStart) + self.markY
self.x, self.y = x, y
end
return true
end
myCircle:addEventListener( “touch”, myCircle)
function redraw () – Desenha o rasto
Trail = display.newCircle( myCircle.x + trailprops.x, myCircle.y + trailprops.y, trailprops.r)
Trail:setFillColor (255, 0, 0)
myCircle:toFront( )
print("!")
end
Runtime:addEventListener( “enterFrame”, redraw )
group:insert( myCircle )
group:insert( trailprops )
group:insert( redraw )
group:insert( Trail )
group:insert( Runtime )
end
end
function scene:exitScene( event )
local group = self.view
end
end
function scene:destroyScene( event )
local group = self.view
end
– Listener setup
scene:addEventListener( “createScene”, scene )
scene:addEventListener( “willEnterScene”, scene)
scene:addEventListener( “enterScene”, scene )
scene:addEventListener( “exitScene”, scene )
scene:addEventListener( “destroyScene”, scene )
return scene