Hi Erich,
By joystick issue, I meant the integration of the joystick code with the game code, which I took care of.
Please let me know if you do want to look into the integration.
Enjoy your trip…
Hi Erich,
By joystick issue, I meant the integration of the joystick code with the game code, which I took care of.
Please let me know if you do want to look into the integration.
Enjoy your trip…
Nice work Ahmed, please keep us posted as you progress
Thanks for the encouragement.
In the first level I am interested to implement rain, not sure how, but looking into resources
great work so far!
Thanks brady for your kind words 
@ahmed_shahjada for rain effects try Radiance @anaqim’s particle generator in the Corona marketplace. He even has a rain demo somewhere with both rain falling from the sky and drops hitting the ground.
Rain is pretty easy, to be honest. Just create a displayGroup with about a hundred instances of the same image - a sort of white blurred streak on a transparent background. Give each of these images their own speed variable on creation, with some randomisation, just by adding a table entry for that sprite (for example: displayGroup.numChildren(i).speed = basespeed + math.random(10) )
Then move every image by their “speed” variable amount each frame, and when out of bounds (i.e. when their .y position is too high) reset their position by subtracting a value (like 1000 pixels).
Then you can rotate the displayGroup if you want to, for the angle of the rain.
Oh well. I was bored. Here you go: 
-------------- -- main.lua -- -------------- local rainGroup = display.newGroup() rainGroup.x = 320 rainGroup.y = 480 rainGroup.rotation = 30 local numberOfRainDrops = 100 local widthOfRainGroup = 400 local heightOfRainGroup = 400 local baseSpeed = 10 local maxSpeedVariation = 15 for i = 1, numberOfRainDrops do local rainDropImage = display.newRect(0,0,2,20) rainDropImage.x = -widthOfRainGroup/2+math.random(widthOfRainGroup) rainDropImage.y = -heightOfRainGroup/2+math.random(heightOfRainGroup) rainDropImage.speed = baseSpeed + math.random(maxSpeedVariation) rainDropImage.alpha = 0.5 + math.random(50)/100 rainGroup:insert(rainDropImage) end -- for loop local moveRainDrops = function(event) for i = 1, rainGroup.numChildren do rainGroup[i].y = rainGroup[i].y + rainGroup[i].speed if rainGroup[i].y \> heightOfRainGroup/2 then rainGroup[i].y = rainGroup[i].y - heightOfRainGroup end end end -- moveRainDrops Runtime:addEventListener("enterFrame", moveRainDrops)
@thomas6 Ha, I love it! It might match this project well too. Check out an @anaqim’s tutorial on Radiance rain as well, it’s well worth a look - supercool!
Wow the rain effect looks supercool! Thanks guys.
I am finding this forum a source of abundance of knowledge
I wish we could have an active chat room with an admin