Hey I have a question how do I remove joints physics when collision is detected like removing parts I would really like to know here is an example code of physics joint
[code]display.setStatusBar( display.HiddenStatusBar )
require “physics”
physics.start()
–physics.setGravity(0, 1.5)
physics.setDrawMode(“hybrid”)
–Determine Device Size
local disw = display.contentWidth
local dish = display.contentHeight
local car = display.newGroup()
–Create The Car
local car_body = display.newRect(0, -20, 102, 40)
car_body:setFillColor(100,75,75)
local rear_weld = display.newRect(14, 20, 4, 4)
local front_weld = display.newRect(84, 20, 4, 4)
rear_weld:setFillColor(100,50, 50)
front_weld:setFillColor(100, 50, 50)
local car_rear_wheel = display.newCircle( rear_weld.x, rear_weld.y, 15 )
local car_front_wheel = display.newCircle( front_weld.x, front_weld.y ,15 )
car_rear_wheel:setFillColor(25,128,25)
car_front_wheel:setFillColor(25,25,200)
–Add An Environment
local floor = display.newRect(0, dish-10, disw,dish )
local lwall = display.newRect(0, 0, 0,dish )
local rwall = display.newRect(disw,0,disw,dish)
local ramp = display.newLine(0,dish-40,disw,dish-10)
local rshape = {0,0,disw,30}
ramp.width = 3
–Apply The Physics
physics.addBody(floor,“static”, {friction=0.5})
physics.addBody(lwall,“static”, {friction=0.5})
physics.addBody(rwall,“static”, {friction=0.5})
physics.addBody(ramp,“static”,{friction=1,shape=rshape})
physics.addBody(car_body,{density=0,friction=0,bounce=0})
physics.addBody(rear_weld,{density=0,friction=0,bounce=0})
physics.addBody(front_weld,{density=0,friction=0,bounce=0})
physics.addBody(car_rear_wheel,{density=2,friction=3,bounce=0,radius=15})
physics.addBody(car_front_wheel,{density=2,friction=3,bounce=0,radius=15})
local rear_weld_joint = physics.newJoint(“weld”, rear_weld, car_body, rear_weld.x, rear_weld.y)
local front_weld_joint = physics.newJoint(“weld”, car_body, front_weld, front_weld.x, front_weld.y)
local rear_wheel_joint = physics.newJoint(“pivot”,car_rear_wheel,rear_weld,rear_weld.x, rear_weld.y)
local front_wheel_joint = physics.newJoint(“pivot”,front_weld,car_front_wheel,front_weld.x, front_weld.y)
–Keep The Wheels Separated
local wheel_distance_joint = physics.newJoint(“distance”,car_rear_wheel, car_front_wheel, car_rear_wheel.x, car_rear_wheel.y, car_front_wheel.x, car_front_wheel.y)
–Populate The Scene
car:insert(lwall)
car:insert(rwall)
car:insert(floor)
car:insert(ramp)
car:insert(car_body)
car:insert(car_rear_wheel)
car:insert(car_front_wheel)
return car [/code]
Now from this example how can I remove a joint when collision is detected and add points to it. Also how would I remove an entire joint system. This a plug and play so you can see it
Please help is appreciated thanks
[import]uid: 17058 topic_id: 21607 reply_id: 321607[/import]