Problems with collisions

I have a problem with collisions. Arbuz object runs into an object ninja and nothing happens, this is the fact that they are declared as static? I tried to put the kinetic, but the result is the same.

[code]
local physics = require(“physics”)
physics.start()

background = display.newImage(“level_bg.png”)

ninja = display.newImage(“fighter_c.png”)
ninja.x = display.contentCenterX
ninja.y = display.contentCenterY
physics.addBody( ninja, “static”, {density=1.0})

ninja_l_t = display.newImage(“fighter_l_t.png”)
ninja_l_t.x = display.contentCenterX
ninja_l_t.y = display.contentCenterY
ninja_l_t.isVisible = false
physics.addBody( ninja_l_t, “static”, {density=1.0})

balka_l_b = display.newImage(“balka_l_b.png”)
balka_l_b.y = 200

balka_l_t = display.newImage(“balka_l_t.png”)
balka_l_t.y = 70

button = display.newImage(“button.png”)
button.x = display.contentCenterX/2
button.y = display.contentCenterY*1.8

arbuz = display.newImage(“arbuz.png”)
physics.addBody( arbuz, “static”, {density=1.0})
–arbuz.x = 100
–arbuz.y = 100

local function onLocalCollision(self, event)
if (event.phase == “began”) then
arbuz.isVisible = false
print (“collision detected”)
elseif ( event.phase == “ended” ) then
print (“collision ended”)
end
end

arbuz.collision = onLocalCollision
arbuz:addEventListener(“collision”,arbuz)
ninja.collision = onLocalCollision
ninja:addEventListener(“collision”,ninja)
ninja_l_t.collision = onLocalCollision
ninja_l_t:addEventListener(“collision”,ninja_l_t)

transition.to(arbuz, {time=3000, x = 250, y = 180})

local function listener(event)
ninja.isVisible = false
ninja_l_t.isVisible = true
return true
end

button:addEventListener(“touch”,listener)
[/code] [import]uid: 90468 topic_id: 15557 reply_id: 315557[/import]

for collision to occur either of the colliding body should be declared dynamic. :slight_smile: [import]uid: 71210 topic_id: 15557 reply_id: 57446[/import]

Whats not true, i simply added setGravity method and all work fine with static objects. [import]uid: 90468 topic_id: 15557 reply_id: 57450[/import]

Glad this got resolved.

Always set gravity when using physics, even if it’s at (0,0).

Peach [import]uid: 52491 topic_id: 15557 reply_id: 57461[/import]