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Collision questions
Started by david.hutyra.stp Feb 10 2020 02:31 PM

4 replies to this topic
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#1

david.hutyra.stp

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david.hutyra.stp
  • Observer

  • 12 posts
  • Corona SDK

SO, I'm trying to do a game similar to BloonsTD but I don't really know how to do the shooting of projectiles and reaching the end to end the game. Also, this isn't really important but can anyone show me how to do a YOU WIN screen once the score system reaches a certain point and be unable to go below 0?

Example of my "bloon":

local widget = require( "widget" )
 
-- Function to handle button events
local function handleButtonEvent( event )
 
    if ( "ended" == event.phase ) then
moneyCount0 = moneyCount0 + 50
moneyText0.text = moneyCount0
local Round1Zomb1 = display.newImageRect("Skin3s4.png", 50, 50)
Round1Zomb1.x = -75
Round1Zomb1.y = 50
physics.addBody( Round1Zomb1, "dynamic", {radius=25} )
transition.to(Round1Zomb1, {x=35, y=50, time=4000})
function afterTimer()
   transition.to(Round1Zomb1, {x=35, y=100, time=1500})
end
timer.performWithDelay(4000, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=-17, y=100, time=1500})
end
timer.performWithDelay(5500, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=-17, y=250, time=4000})
end
timer.performWithDelay(7000, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=40, y=250, time=1500})
end
timer.performWithDelay(11000, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=40, y=150, time=3000})
end
timer.performWithDelay(12500, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=93, y=150, time=1500})
end
timer.performWithDelay(15500, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=93, y=170, time=750})
end
timer.performWithDelay(17000, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=143, y=170, time=1500})
end
timer.performWithDelay(17750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=143, y=115, time=1500})
end
timer.performWithDelay(19250, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=195, y=115, time=1500})
end
timer.performWithDelay(20750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=195, y=205, time=2000})
end
timer.performWithDelay(22250, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=113, y=205, time=2000})
end
timer.performWithDelay(24250, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=113, y=247, time=1250})
end
timer.performWithDelay(26250, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=235, y=247, time=3000})
end
timer.performWithDelay(27750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=235, y=200, time=1500})
end
timer.performWithDelay(30750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=273, y=200, time=1250})
end
timer.performWithDelay(32250, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=273, y=213, time=500})
end
timer.performWithDelay(33500, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=333, y=213, time=1250})
end
timer.performWithDelay(34000, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=333, y=156, time=1500})
end
timer.performWithDelay(35250, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=263, y=156, time=1500})
end
timer.performWithDelay(36750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=263, y=110, time=1500})
end
timer.performWithDelay(38250, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=363, y=110, time=2000})
end
timer.performWithDelay(39750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=363, y=65, time=1000})
end
timer.performWithDelay(41750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=243, y=65, time=3000})
end
timer.performWithDelay(42750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=243, y=18, time=1000})
end
timer.performWithDelay(45750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=443, y=18, time=5000})
end
timer.performWithDelay(46750, afterTimer, 1)
function afterTimer()
   transition.to(Round1Zomb1, {x=443, y=270, time=8000})
end
timer.performWithDelay(51750, afterTimer, 1)
    end
end
 
-- Create the widget
local button1 = widget.newButton(
    {
        left = 290,
        top = 270,
width = 75,
height = 50,
        id = "button3",
        defaultFile = "Zom3.jpg",
        onEvent = handleButtonEvent
    }
)


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#2

sporkfin

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sporkfin
  • Contributor

  • 822 posts
  • Corona SDK

Hey David, can you rephrase the questions?  I'm having trouble understanding exactly what you are asking.  Also, please repost or edit your code and use the "<>" button in the control panel to make your code format on the page.  Thanks.



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#3

pixec

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pixec
  • Contributor

  • 218 posts
  • Corona SDK

You arent really making sense and your code is just a bunch of timers, no collisions anywhere. Look at corona sample apps.

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#4

david.hutyra.stp

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david.hutyra.stp
  • Observer

  • 12 posts
  • Corona SDK

I'm asking HOW I can add it to my coding, I don't want it to mess up my current coding. So the question is, how do I add a collision code to my coding with the zombies so they disappear once they hit something.



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#5

SGS

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SGS
  • Corona Geek

  • 2,219 posts
  • Corona SDK

You are probably better off just buying a template (and working out how things are done).

 

https://marketplace.coronalabs.com/app-templates/mushroom-defense




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