Starting in Daily Build #2154, we’ve added the ability to trace the outline of non-transparent assets in both an image or frames from an image sheet. These outlines can then be used for drawing a polygon or generating physics bodies. Read further to learn how.
Tagged With: physics
During this week’s Corona Geek, it almost literally rained cats and dogs during the rain and lightning code snippet walkthroughs. We walked through a great piece of code by Corona Ambassador Volodymr Sergeyev, that showed how to create and recycle objects to simulate rain. Ed Maurina modified that code on the fly and the results will make you laugh out loud.
During this week’s Corona Geek Ed Maurina, developer of Corona SDK game templates at Roaming Gamer, walked us through a Corona SDK code snippet that makes your game characters jump. Using Corona’s built in physics engine, we applied force to a single character and then added a second character to show how easy it is to handle touch events for multiple objects using the same function.
Corona SDK has a robust physics-based collision detection system, but it requires some extra processing behind that scenes that you typically don’t need if you’re not using physics for other purposes. Today’s tutorial explains how to detect collisions between two circles or two rectangles without using the physics engine. Read further to learn how.
When Pigsley, the cartoony pig, is transported to Planet Lardo, he’s in real danger. The planet is run by an evil overlord that would love nothing more than to turn Pigsley into a delicious pile of bacon.
Tiny Ball vs. Evil Devil 2 is a physics-based game loaded with twists, turns and adventure. The game is a sequel to the popular Tiny Ball vs. Evil Devil 1 for iOS that reached #2 free overall in US and was downloaded by millions of users.
A few weeks ago, raycasting was added to Corona’s physics system. The core API is an easy-to-use function for casting a “sensor ray” into the physics world — and we didn’t stop with that. Soon after, reflection was added to the raycasting system. Today’s tutorial discusses both of these features and includes a downloadable demo project to assist with your own development.
In this second edition of our new weekly Staff Conversations segment, Corona Labs Core Engineer, Albert Yale talks about ray casting and how it can be used to probe the properties of a world and how it can be used to make game AI smarter.
Today’s tutorial features two more physics methods. In specific, we’ll discuss “radial gravity” and how to visually predict the launch trajectory of an object. Better yet, both methods are available as downloadable projects so you can explore the full implementation at the code level. Read on to learn more!
This week’s tutorial steps you through some advanced tactics involving multi-element physics bodies. Mutli-element bodies possess some valuable traits that joint-assembled bodies don’t — but they also present some quirks and hurdles. Learn how to work around some of those in your physics-based apps!