problem with collision in storyboard.api

I can't get my onCollision function to call through the 'floor1' collision event listener. I can get it to call through the 'present1' collision event listener, but I want the floor1 to have it since multiple objects will be hitting it. Thanks in advance

Also I could only forward declare onCollision function as a table, can someone explain why that is?

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--scene1--
----------------------------------------------------------------------------------
--
-- scenetemplate.lua
--
----------------------------------------------------------------------------------
 
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
 
physics = require('physics')
physics.start()
physics.setGravity(0,9.3)
--physics.setDrawMode('hybrid')
 
local p = 0
local bg1, floor1, present1, dropButton
 
local phys1 = {friction = .7, bounce = .1, density = .3}
local h = display.contentHeight
local w = display.contentWidth
 
 
local level1Presents 
local onTouch 
local createDropButton
local dropPresents
local onCollision = {}
 
----------------------------------------------------------------------------------
-- 
--      NOTE:
--      
--      Code outside of listener functions (below) will only be executed once,
--      unless storyboard.removeScene() is called.
-- 
---------------------------------------------------------------------------------
 
---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
 
 
 
 -- Called when the scene's view does not exist:
function scene:createScene( event )
        local group = self.view
                
                bg1 = display.newRect(0, 0, w, h)
                bg1:setFillColor(200,0,0)
                group:insert(bg1)
                
                floor1 = display.newRect(0, h-1, w, 1)
                floor1.name = 'floor1'
                physics.addBody(floor1, "static",{density = 9, friction = .7, bounce = .2})
                floor1:addEventListener('collision', onCollision)
                group:insert(floor1)
                
 
                
                
                -----------------------------------------------------------------------------
                
        --      CREATE display objects and add them to 'group' here.
        --      Example use-case: Restore 'group' from previously saved state.
        
        -----------------------------------------------------------------------------
        
end
 
 
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
    local group = self.view
    print( "1: enterScene event" )
        
        
        local function level1Presents()
                p = p+1
                print (p)
                if (p ==1) then
                        present1 = display.newRect(0,0, 50, 50)
                        physics.addBody(present1, 'kinematic', phys1)
                        present1.x = w/2
                        present1.y = h/7
                        present1.name = 'present1'
                        present1:addEventListener('touch', onTouch)
                        present1:addEventListener('collision', onCollision)
                        group:insert(present1)
                elseif (p == 2) then
 
                        storyboard.gotoScene('scene2')
                end     
                
                
 
        end
        
        
 
        function onTouch(event)
 
                t = event.target
                t.name = 't'
                local phase = event.phase
                
                if event.phase == "began" then
                        display.getCurrentStage():setFocus(t)
                        t.isFocus = true
                        t.x0= event.x - t.x
                
                elseif t.isFocus then
                        if event.phase == "moved" then
                                t.x = event.x - t.x0
                        elseif event.phase == 'ended' or 'cancelled' then
                                display.getCurrentStage():setFocus(nil)
                                t.isFocus = false
                                createDropButton()
                                t:removeEventListener('touch', onTouch)
                        end
                end     
                return true
        end     
 
        function createDropButton()
                dropButton = display.newRect(w-100,h/4, 80, 80)
                dropButton:addEventListener('tap', dropPresent)
        end
 
        function dropPresent()
                t.bodyType = 'dynamic'
                timer.performWithDelay(3000, level1Presents, 1)
                display.remove(dropButton)
                --dropButton:removeEventListener
        end     
        
        function onCollision(event)
                if event.other.name =='present1' then 
                        floor1:setFillColor(255, 0, 0)
                        print 'collision'
                end
end     
 
        level1Presents()
        -----------------------------------------------------------------------------
                
        --      INSERT code here (e.g. start timers, load audio, start listeners, etc.)
        
        -----------------------------------------------------------------------------
        
end
 
 
 
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
 
                print( "1: exitScene event" )
        --local group = self.view
        present1:removeEventListener('touch', onTouch)
                
                --dropButton:removeEventListener('tap', dropPresent)
        -----------------------------------------------------------------------------
        
        --      INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)
        
        -----------------------------------------------------------------------------
       
end
 
 
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
        --local group = self.view
                print( "((destroying scene 1's view))" )
       
                
        -----------------------------------------------------------------------------
        
        --      INSERT code here (e.g. remove listeners, widgets, save state, etc.)
        
        -----------------------------------------------------------------------------
        
end
 
---------------------------------------------------------------------------------
-- 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 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

Hey there, try this;

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----------------------------------------------------------------------------------
--
-- scenetemplate.lua
--
----------------------------------------------------------------------------------
 
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
 
physics = require('physics')
physics.start()
physics.setGravity(0,9.3)
--physics.setDrawMode('hybrid')
 
local p = 0
local bg1, floor1, present1, dropButton
 
local phys1 = {friction = .7, bounce = .1, density = .3}
local h = display.contentHeight
local w = display.contentWidth
 
 
local level1Presents 
local onTouch 
local createDropButton
local dropPresents
local onCollision = {}
 
----------------------------------------------------------------------------------
-- 
--      NOTE:
--      
--      Code outside of listener functions (below) will only be executed once,
--      unless storyboard.removeScene() is called.
-- 
---------------------------------------------------------------------------------
 
---------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
 
 
 
 -- Called when the scene's view does not exist:
function scene:createScene( event )
        local group = self.view
                
                bg1 = display.newRect(0, 0, w, h)
                bg1:setFillColor(200,0,0)
                group:insert(bg1)
                
                floor1 = display.newRect(0, h-1, w, 1)
                floor1.name = 'floor1'
                physics.addBody(floor1, "static",{density = 9, friction = .7, bounce = .2})
                floor1:addEventListener('collision', floor1)
                group:insert(floor1)
 
                                function floor1:collision ()
                                        print "test"
                                end
                
 
                
                
                -----------------------------------------------------------------------------
                
        --      CREATE display objects and add them to 'group' here.
        --      Example use-case: Restore 'group' from previously saved state.
        
        -----------------------------------------------------------------------------
        
end
 
 
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
    local group = self.view
    print( "1: enterScene event" )
        
        
        local function level1Presents()
                p = p+1
                print (p)
                if (p ==1) then
                        present1 = display.newRect(0,0, 50, 50)
                        physics.addBody(present1, 'kinematic', phys1)
                        present1.x = w/2
                        present1.y = h/7
                        present1.name = 'present1'
                        present1:addEventListener('touch', onTouch)
                        present1:addEventListener('collision', onCollision)
                        group:insert(present1)
                elseif (p == 2) then
                        storyboard.gotoScene('scene2')
                end     
                
                
 
        end
        
        
 
        function onTouch(event)
 
                t = event.target
                t.name = 't'
                local phase = event.phase
                
                if event.phase == "began" then
                        display.getCurrentStage():setFocus(t)
                        t.isFocus = true
                        t.x0= event.x - t.x
                
                elseif t.isFocus then
                        if event.phase == "moved" then
                                t.x = event.x - t.x0
                        elseif event.phase == 'ended' or 'cancelled' then
                                display.getCurrentStage():setFocus(nil)
                                t.isFocus = false
                                createDropButton()
                                t:removeEventListener('touch', onTouch)
                        end
                end     
                return true
        end     
 
        function createDropButton()
                dropButton = display.newRect(w-100,h/4, 80, 80)
                dropButton:addEventListener('tap', dropPresent)
        end
 
        function dropPresent()
                t.bodyType = 'dynamic'
                timer.performWithDelay(3000, level1Presents, 1)
                display.remove(dropButton)
                --dropButton:removeEventListener
        end     
        
        function onCollision(event)
                if event.other.name =='present1' then 
                        floor1:setFillColor(255, 0, 0)
                        print 'collision'
                end
end     
 
        level1Presents()
        -----------------------------------------------------------------------------
                
        --      INSERT code here (e.g. start timers, load audio, start listeners, etc.)
        
        -----------------------------------------------------------------------------
        
end
 
 
 
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
 
                print( "1: exitScene event" )
        --local group = self.view
        present1:removeEventListener('touch', onTouch)
                
                --dropButton:removeEventListener('tap', dropPresent)
        -----------------------------------------------------------------------------
        
        --      INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)
        
        -----------------------------------------------------------------------------
       
end
 
 
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
        --local group = self.view
                print( "((destroying scene 1's view))" )
       
                
        -----------------------------------------------------------------------------
        
        --      INSERT code here (e.g. remove listeners, widgets, save state, etc.)
        
        -----------------------------------------------------------------------------
        
end
 
---------------------------------------------------------------------------------
-- 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 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
views:1928 update:2012/1/4 9:12:54
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