I'm try to drag a dynamic body with gravity = 0,0 in my scene, I have a square with body type dynamic, and an image with body type static, but when drag the square over the image this have a little force but can exceed the image and pass to the other side like the images:
This is my code to drag the square:
local function dragBody( event )
local body = event.target
local phase = event.phase
local stage = display.getCurrentStage()
if "began" == phase then
stage:setFocus( body, event.id )
body.isFocus = true
body.tempJoint = physics.newJoint( "touch", body, event.x, event.y )
elseif body.isFocus then
if "moved" == phase then
body.tempJoint:setTarget( event.x, event.y )
elseif "ended" == phase or "cancelled" == phase then
stage:setFocus( body, nil )
body.isFocus = false
body.tempJoint:removeSelf()
end
end
return true
end
And this is the code to create the objects:
function scene:createScene( event )
local group = self.view
my_square = display.newImage("square.png")
my_square.x = 60
my_square.y = 60
physics.addBody(my_square, "dynamic" )
group:insert(my_square)
floor = display.newImage("piso.png")
floor.x = 160
floor.y = 240
physics.addBody(floor, "static" )
group:insert(floor)
end
thanks for help.
First, I recommed you to try:
physics.setContinuous( false )
If you did that already:
There are 3 different physics type in Physics2D engine. For drag purposes you can use "Kinematic" object type. But if its an obligation to use a Dynamic object as a dragable object, there may be bugs in collisions. But if your static object will be same every time, you can control it in drag function.
I have implemented a little mobile game using same thing that you want to achieve. Here is the link: https://itunes.apple.com/tr/app/bricks-world/id602065172?mt=8
If you think that you want something similar in this game, just leave a comment^^ I can help further.
P.S : In the game, the controller paddle is dynamic and walls around the screen are static.
Another Solution:
local lastX, lastY
local function dragBody( event )
local body = event.target
local phase = event.phase
local stage = display.getCurrentStage()
if "began" == phase then
stage:setFocus( body, event.id )
body.isFocus = true
lastX, lastY = body.x, body.y
elseif body.isFocus then
if "moved" == phase then
-- You can change 1's with another value.
if(event.x > lastX) body.x = body.x + 1
else body.x = body.x - 1
if(event.y > lastY) body.y = body.y + 1
else body.y = body.y - 1
lastX, lastY = body.x, body.y
elseif "ended" == phase or "cancelled" == phase then
stage:setFocus( body, nil )
body.isFocus = false
end
end
return true
end