The setup consists of two game objects.
TRIGGER
. A box Shape is added to the components.DYNAMIC
. A sphere Shape matching the sprite image is added to the components.bunny.script
function init(self)
local pos = go.get_position() -- <1>
go.animate(".", "position.x", go.PLAYBACK_LOOP_PINGPONG, pos.x + 600, go.EASING_INOUTSINE, 6)
end
function on_message(self, message_id, message, sender)
if message_id == hash("trigger_response") then -- <2>
if message.enter then -- <3>
msg.post("#sprite", "disable") -- <4>
else
msg.post("#sprite", "enable") -- <5>
end
end
end
--[[
1. Get the current position, then animate the position's x component
looping in a ping-pong manner against an offset of 600.
2. The physics engine has detected that this game object contains
collision object components that have collided with a trigger.
3. The `message` data table contains a field `enter` that is set
to `true` when the trigger event signals that the trigger shape
was entered. On exiting the trigger, this field is `false`.
4. Disable the sprite when the trigger is entered
5. Enable the sprite again on exit.
--]]
If you want to play with these examples, you can get the project on Github.
Do you want to see more examples? Why not write a few yourself and submit a pull request? We love contributions.
GITHUB