Reputation: 851
I am working on this coalition filter code for over a week now and cant get it to work. Every time a collision occurs it prints all 4 collision filters, like:
Hello i am CollisionFilter1,
Hello i am CollisionFilter2,
Hello i am CollisionFilter3,
Hello i am the wall,
I don't understand how to get this working, so any help is welcome.
The code:
badc1CollisionFilter = { categoryBits = 1, maskBits = 16 }
badc2CollisionFilter = { categoryBits = 2, maskBits = 16 }
badc3CollisionFilter = { categoryBits = 4, maskBits = 16 }
wallCollisionFilter = { categoryBits = 8, maskBits = 16 }
playerCollisionFilter = { categoryBits = 16, maskBits = 15 }
function getRandomStar()
local temp = starTable[math.random(1, #starTable)]
local randomStar = display.newImage(temp.imgpath)
if ( temp.imgpath == "BCloud1.png" ) then
physics.addBody( randomStar, { density=.1, bounce=0.1, friction=.2, radius=45, filter=badc1CollisionFilter } )
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
end
if ( temp.imgpath == "BCloud2.png" ) then
physics.addBody( randomStar, { density=.1, bounce=0.1, friction=.2, radius=45, filter=badc2CollisionFilter } )
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
end
if ( temp.imgpath == "BCloud3.png" ) then
physics.addBody( randomStar, { density=.1, bounce=0.1, friction=.2, radius=45, filter=badc3CollisionFilter } )
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
end
randomStar.myName = "star" -- Set the name of the object to star
randomStar.movementSpeed = temp.movementSpeed; -- Set how fast the object will move
randomStar.x = math.random(-30, _W);
randomStar.y = -35;
randomStar.rotation = math.random(0,20) -- Rotate the object
starMove = transition.to(randomStar, {
time=randomStar.movementSpeed,
y=500,
onComplete = function(self) self.parent:remove(self); self = nil;
end
}) -- Move the star
end
ceiling = display.newImage("invisibleTile.png")
ceiling:setReferencePoint(display.BottomLeftReferencePoint)
ceiling.x = 0
ceiling.y = 0
physics.addBody(ceiling, "static", {density=.1, bounce=0.1, friction=.2, filter=wallCollisionFilter } )
screenGroup:insert(ceiling)
theFloor = display.newImage("invisibleTile.png")
theFloor:setReferencePoint(display.BottomLeftReferencePoint)
theFloor.x = 0
theFloor.y = 510
physics.addBody(theFloor, "static", {density=.1, bounce=0.1, friction=.2, filter=wallCollisionFilter } )
screenGroup:insert(theFloor)
playerSpriteSheet = sprite.newSpriteSheet("player.png", 113, 55)
playerSprites = sprite.newSpriteSet(playerSpriteSheet, 1, 4)
sprite.add(playerSprites, "players", 1, 4, 1000, 0)
player = sprite.newSprite(playerSprites)
player.x = -80
player.y = 350
player:prepare("players")
player:play()
player.collided = false
player:setReferencePoint(display.CenterReferencePoint);
physics.addBody(player, "static", {density=.1, bounce=0.1, friction=.2, radius=10, filter=playerCollisionFilter } )
player.gravityScale = 0
screenGroup:insert(player)
playerIntro = transition.to(player,{time=2000, x=150, onComplete=playerReady})
local badc1collision = function( event )
if event.phase == 'began' then
print("Hello i am CollisionFilter1")
end
end
local badc2collision = function( event )
if event.phase == 'began' then
print("Hello i am CollisionFilter2")
end
end
local badc3collision = function( event )
if event.phase == 'began' then
print("Hello i am CollisionFilter3")
end
end
local wallcollision = function( event )
if event.phase == 'began' then
print("Hello i am the wall")
end
end
Runtime:addEventListener("collision", badc1collision)
Runtime:addEventListener("collision", badc2collision)
Runtime:addEventListener("collision", badc3collision)
Runtime:addEventListener("collision", wallcollision)
After updating the code :
playerSpriteSheet = sprite.newSpriteSheet("player.png", 113, 55)
playerSprites = sprite.newSpriteSet(playerSpriteSheet, 1, 4)
sprite.add(playerSprites, "players", 1, 4, 1000, 0)
player = sprite.newSprite(playerSprites)
local newCollisionHandler
player:addEventListener( "collision", newCollisionHandler )
player.x = -80
player.y = 350
player:prepare("players")
player:play()
player.collided = false
player:setReferencePoint(display.CenterReferencePoint);
physics.addBody(player, "static", {density=.1, bounce=0.1, friction=.2, radius=10, filter=playerCollisionFilter } )
player.gravityScale = 0
screenGroup:insert(player)
playerIntro = transition.to(player,{time=2000, x=150, onComplete=playerReady})
i still get this error ?
Regards Kevin
oky so from you comments i have done this :
badc1CollisionFilter = { categoryBits = 1, maskBits = 16 }
badc2CollisionFilter = { categoryBits = 2, maskBits = 16 }
badc3CollisionFilter = { categoryBits = 4, maskBits = 16 }
wallCollisionFilter = { categoryBits = 8, maskBits = 16 }
playerCollisionFilter = { categoryBits = 16, maskBits = 15 }
function getRandomStar()
local temp = starTable[math.random(1, #starTable)] -- Get a random star from starTable
local randomStar = display.newImage(temp.imgpath) -- Set image path for object
if ( temp.imgpath == "BCloud1.png" ) then
physics.addBody( randomStar, { density=.1, bounce=0.1, friction=.2, radius=45, filter=badc1CollisionFilter } )
randomStar.myName = "star1"
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
end
if ( temp.imgpath == "BCloud2.png" ) then
physics.addBody( randomStar, { density=.1, bounce=0.1, friction=.2, radius=45, filter=badc2CollisionFilter } )
randomStar.myName = "star2"
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
end
if ( temp.imgpath == "BCloud3.png" ) then
physics.addBody( randomStar, { density=.1, bounce=0.1, friction=.2, radius=45, filter=badc3CollisionFilter } )
randomStar.myName = "star3"
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
end
randomStar.myName = "star" -- Set the name of the object to star
randomStar.movementSpeed = temp.movementSpeed; -- Set how fast the object will move
randomStar.x = math.random(-30, _W);
randomStar.y = -35;
randomStar.rotation = math.random(0,20) -- Rotate the object
starMove = transition.to(randomStar, {
time=randomStar.movementSpeed,
y=500,
onComplete = function(self) self.parent:remove(self); self = nil;
end
}) -- Move the star
end--END getRandomStar()
playerSpriteSheet = sprite.newSpriteSheet("player.png", 113, 55)
playerSprites = sprite.newSpriteSet(playerSpriteSheet, 1, 4)
sprite.add(playerSprites, "players", 1, 4, 1000, 0)
player = sprite.newSprite(playerSprites)
player.x = -80
player.y = 350
player:prepare("players")
player:play()
player.collided = false
player:setReferencePoint(display.CenterReferencePoint);
physics.addBody(player, "static", {density=.1, bounce=0.1, friction=.2, radius=10, filter=playerCollisionFilter } )
player.gravityScale = 0
screenGroup:insert(player)
playerIntro = transition.to(player,{time=2000, x=150, onComplete=playerReady})
function newCollisionHandler( self, event )
if event.other.myName == "star1" then
print( "Collided with star1" )
elseif event.other.myName == "star2" then
print( "Collided with star2" )
elseif event.other.myName == "star3" then
print( "Collided with star3" )
end
end
function scene:enterScene(event)
player.collision = newCollisionHandler
player:addEventListener( "collision", player)
end
The terminal prints : 'oh hello i have a Collision' but not the 'Collided with star1/2/3' ?
-kevin
Upvotes: 2
Views: 189
Reputation: 3992
You can try to add one main collision function to player object:
local newCollisionHandler
player:addEventListener( "collision", newCollisionHandler )
function newCollisionHandler( self, event )
-- self object is player object
-- event.other object is the other object in collision
-- by giving id's or object type to all objects you can find collision type
if event.other.myName == "star1" then
print( "Collided with star1" )
elseif event.other.myName == "star2" then
print( "Collided with star2" )
elseif event.other.myName == "star3" then
print( "Collided with star3" )
elseif event.other.myName == "star4" then
print( "Collided with star4" )
elseif event.other.myName == "star5" then
print( "Collided with star5" )
end
end
I just made up objects' myName values. You should modify that of course. But what I'm trying to explain is that, all objects which are added to physics should have a myName or myType attribute. So from this attribute, you can understand, what is collided with player object.
Upvotes: 2