i have four rows of rafts that randomly spawn, move to the over side of the screen and then disappear. im then have the water image underneath the rafts. i have made it so that when the user walks onto the raft in negates the waters re-spawn function. however if only works for the first raft that is spawned in each row.
local mRandom = math.random
local raft = {"Raft1" ,"Raft2","Raft3"}
local objectTag = 0
local object = {}
function spawnlogright()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = 416
object[objectTag].y = 72
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = -96, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
end
spawnlogright()
timer.performWithDelay(3000,spawnlogright,0)
function spawnlogright()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = 416
object[objectTag].y = 168
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = -96, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
end
spawnlogright()
timer.performWithDelay(3000,spawnlogright,0)
function spawnlogleft()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = -96
object[objectTag].y = 120
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = 416, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
end
spawnlogleft()
timer.performWithDelay(3000,spawnlogleft,0)
function spawnlogleft()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = -96
object[objectTag].y = 216
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = 416, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
end
spawnlogleft()
timer.performWithDelay(3000,spawnlogleft,0)
--while the frog is on the log...
function raftCollide(event)
if ( event.phase == "began" ) then
isOnRaft = isOnRaft + 1
elseif ( event.phase == "ended" )then
isOnRaft = isOnRaft - 1
end
end
--add event for 'walking on the log'
object[objectTag]:addEventListener("collision",raftCollide)
how do i get it so that the last Event Listener will detect the collision of all the rafts