Start Physics Engine With Button Press??

As you probably know in Bubble Ball, in game, there is a start button and when it is pressed everything starts such as like the ball drops and the wood ramps drop because they are all affected by gravity. I would like to know how to make all the physics engines turn on with a button press?!
Please Help-
auksfrailco5 [import]uid: 44060 topic_id: 8036 reply_id: 308036[/import]

–on press
physics.start()

?

or you can also do it like this

–on press
physics.setGravity(0, 9.8)

–If reset or whatever…
physics.setGravity(0, 0) [import]uid: 6981 topic_id: 8036 reply_id: 28616[/import]

Ok yes that is what i am looking for but my buttons are not working, I have the ui.lua and i dont really know what to do!!
Help-
auksfrailco5
[import]uid: 44060 topic_id: 8036 reply_id: 28618[/import]

Post your code. [import]uid: 11809 topic_id: 8036 reply_id: 28620[/import]

Here is all my code, if you could, could you pleas like add a button to the code!!
Thanks-
auksfrailco5

display.setStatusBar( display.HiddenStatusBar )  
  
local physics = require("physics")  
physics.start()  
physics.setGravity( 0, 9.81) -- 9.81 m/s\*s in the positive x direction   
physics.setScale(200) -- 200 pixels per meter  
  
local background = display.newImage("bg.png")  
  
local ground = display.newImage("ground.png")  
ground.y = 310  
physics.addBody( ground, "static", { friction = 1.0, bounce = 0.6, density = 1.0 } )  
  
local ballBody = { density=0.8, friction=0.3, bounce=0.1, radius=18 }  
local ball = display.newImage("black.png")  
ball.x = 25  
ball.y = 60  
ball.linearDamping = 0.3  
ball.angularDamping = 0.8  
physics.addBody( ball, ballBody )  
  
local ramp = display.newImage("ramp.png")  
ramp.x = 40  
ramp.y = 290  
ramp.rotation = 30  
physics.addBody( ramp, "static", { friction = 1.0, bounce = 0.0, density = 1.0 } )  
ramp.isPlatform = true  
  
local ramp1 = display.newImage("ramp.png")  
ramp1.x = 90  
ramp1.y = 290  
ramp1.rotation = 170  
physics.addBody( ramp1, "static", { friction = 1.0, bounce = 0.0, density = 1.0 } )  
ramp1.isPlatform = true  
  
local function startDrag( event )  
 local t = event.target  
  
 local phase = event.phase  
 if "began" == phase then  
 display.getCurrentStage():setFocus( t )  
 t.isFocus = true  
  
 -- Store initial position  
 t.x0 = event.x - t.x  
 t.y0 = event.y - t.y  
  
 -- Make body type temporarily "kinematic" (to avoid gravitional forces)  
 event.target.bodyType = "kinematic"  
  
 -- Stop current motion, if any  
 event.target:setLinearVelocity( 0, 0 )  
 event.target.angularVelocity = 0  
  
 elseif t.isFocus then  
 if "moved" == phase then  
 t.x = event.x - t.x0  
 t.y = event.y - t.y0  
  
 elseif "ended" == phase or "cancelled" == phase then  
 display.getCurrentStage():setFocus( nil )  
 t.isFocus = false  
  
 -- Switch body type back to "dynamic", unless we've marked this sprite as a platform  
 if ( not event.target.isPlatform ) then  
 event.target.bodyType = "dynamic"  
 end  
  
 end  
 end  
  
 -- Stop further propagation of touch event!  
 return true  
end  
  
ramp:addEventListener( "touch", startDrag )  
ramp1:addEventListener( "touch", startDrag )  

[import]uid: 44060 topic_id: 8036 reply_id: 28622[/import]

You could really improve that code man.

Why have two references for the same thing ? (ie the ramp)

How about spawning them or having a table of ramps ?

[import]uid: 6981 topic_id: 8036 reply_id: 28626[/import]

Well I am just experimenting with different bits of code… So if someone could please just help me out with the buttons and just like add a button to the code i would be very happy!!
Thanks-
auksfrailco5 [import]uid: 44060 topic_id: 8036 reply_id: 28633[/import]

I got it!!
Thanks Guys-
auksfrailco5 [import]uid: 44060 topic_id: 8036 reply_id: 28642[/import]