storyboard get leaner volicity

i need help


– level1.lua


local storyboard = require( “storyboard” )

local scene = storyboard.newScene()

– include Corona’s “physics” library

local physics = require (“physics”)

physics.start()


– forward declarations and other locals

local screenW, screenH, halfW = display.contentWidth, display.contentHeight, display.contentWidth*0.5


– BEGINNING OF YOUR IMPLEMENTATION

– 

– NOTE: Code outside of listener functions (below) will only be executed once,

–         unless storyboard.removeScene() is called.

– 


– Called when the scene’s view does not exist:

function scene:createScene( event )

    local group = self.view

    ----------------------------------------------------

    – CREATE STUFF HERE

    ----------------------------------------------------

    – create a grey rectangle as the backdrop

    local background = display.newRect( 0, 0, screenW, screenH )

    background.anchorX = 0

    background.anchorY = 0

    background:setFillColor( .5 )

    

    – make a car (off-screen), position it, and rotate slighly

    local car = display.newImageRect( “images.png”, 90, 40 )

    car.x, car.y = 160, 225

    car.rotation = 0

    local flag_pole = display.newLine(  450, 225, 450, 0 )

    flag_pole.class = “flag”

    

    – create a grass object and add physics (with custom shape)

    local grass = display.newImageRect( “grass.png”, screenW, 82 )

    grass.anchorX = 0

    grass.anchorY = 1

    grass.x, grass.y = 0, display.contentHeight

        

    local ramp = display.newLine( 300, 242, 350, 200 )

    

    local touch_axelerate = display.newRect( 400, 100, 100, 100 )

    touch_axelerate:setFillColor(10/255, 10/255, 10/255)

    touch_axelerate.alpha = 0.05

    

    – makes a rectangle/button

    local touch_axelerate2 = display.newRect( 100, 100, 100, 100 )

    touch_axelerate2:setFillColor(10/255, 10/255, 10/255)

    touch_axelerate2.alpha = 0.05

    – define a shape that’s slightly shorter than image bounds (set draw mode to “hybrid” or “debug” to see)

    --local grassShape = { -halfW,-34, halfW,-34, halfW,34, -halfW,34 }

    ----------------------------------------------------

    – INSERT INTO GROUP HERE

    ----------------------------------------------------

    – all display objects must be inserted into group

    

    group:insert( background )

    group:insert( ramp )

    group:insert( grass )

    

    group:insert( touch_axelerate )

    group:insert( touch_axelerate2 )

    group:insert( flag_pole )    

    group:insert( car )

    ----------------------------------------------------

    – PHYSICS

    ----------------------------------------------------

    – add physics to the car

    physics.addBody( car, { density=1, friction=0.3, bounce=1 } )

    physics.addBody( grass, “static”, { friction=0,  } )

    physics.addBody( ramp, “static”, { density=100, friction=0, bounce=.1 } )

    physics.addBody( flag_pole, “static”)

    flag_pole.isSensor = true

    car:setLinearVelocity( 0, 0 )

    function car:collision(e)

        – only performs logic when the block is coliding with a wall

        if (e.other.class == “flag”) then

                – cannot remove objects during a collision, so wait a short moment for it to end

                timer.performWithDelay(1000, function()

                    – gose to next level

                    --car:removeSelf()

                    storyboard.gotoScene( “level2” )

                end, 1)

                --storyboard.gotoScene( “level2” )

        end

                

        return true

    end        

    

    --makes the car have reaction to wall

    car:addEventListener(“collision”, car )

    ----------------------------------------------------

    – MAKE BUTTONS 

    ----------------------------------------------------

    local function go()

        – get current velocity then add some to the velocity

         local vx, vy = car:getLinearVelocity( )

         car:setLinearVelocity( vx+20, 0.0001 )

    end 

    – turns rec into button

    touch_axelerate:addEventListener( “touch”,  go )

    local function brake()

        car:setLinearVelocity( -50, 0 )

    end

    touch_axelerate2:addEventListener( “touch”, brake )

end – end of createScene NO CODE BELOW HERE!!!

– Called immediately after scene has moved onscreen:

function scene:enterScene( event )

    local group = self.view

    

    physics.start()

    

end

– Called when scene is about to move offscreen:

function scene:exitScene( event )

    --local group = self.view

    --car:removeEventListener( “collision”, car )

    physics.stop()

    --car:removeEventListener( “collision”, car  )

    package.loaded[physics] = nil

    physics = nil

    print( “exitScene” )

    

end

– If scene’s view is removed, scene:destroyScene() will be called just prior to:

function scene:destroyScene( event )

    local group = self.view

    

    print( “destroyScene” )

end

– makes a rectangle/button


– END OF YOUR IMPLEMENTATION


– “createScene” event is dispatched if scene’s view does not exist

scene:addEventListener( “createScene”, scene )

– “enterScene” event is dispatched whenever scene transition has finished

scene:addEventListener( “enterScene”, scene )

– “exitScene” event is dispatched whenever before next scene’s transition begins

scene:addEventListener( “exitScene”, scene )

– “destroyScene” event is dispatched before view is unloaded, which can be

– automatically unloaded in low memory situations, or explicitly via a call to

– storyboard.purgeScene() or storyboard.removeScene().

scene:addEventListener( “destroyScene”, scene )


return scene

What do you need help with?

Rob

What do you need help with?

Rob