Tutorial 11 - Physics 101 and attaching a sprite to a physics object.

A quick tute on how to use the physics engine in your project. http://codeatuts.blogspot.com.au/

It is very easy to use once you understand the functions available.

As usual, comments welcome…

how do I make the object fall at set intervals from different x positions.

@veeeralp: as follows (from Minesweeper) in the Main class -

draw()

    if gameState ~= stateMenu then
        -- reinitialise variables if not in the Menu screen
        menuTime = 0
        menuMineCtr = 0
    end

    if gameState == stateSplash then
        splashScreen:draw()
    elseif gameState == stateMenu then
        drawMenu()
    elseif ...

    end

end

drawMenu()
  
    menuTime = menuTime + DeltaTime

    if menuTime > 1 then
        -- create a mine physics object at a random spot at the top of the screen
        createCircle(math.random(50, WIDTH - 50, HEIGHT, 32)
        -- keep track of how many mines we have created. In retrospect I could have
        -- just counted the items in the PhysicsDebugDraw bodies table.
        menuMineCtr = MenuMineCtr + 1
        menuTime = 0
    end

    if menuMineCtr > 50 then

        -- reset the physics body table and re-initialise
        -- I originally put this in when the ground was there.
        -- I'm not sure how many objects you can have on the
        -- screen at once without slowing down appreciably or
        -- eventually crashing due to low memory. 50 seemed safe.

        menuMineCtr = 0
        physicsDraw:clear()

    end

    physicsDraw:draw()

    -- do the rest of the menu drawing...

end

@Reefwing I’m getting really low fps when I add the physics objects. Any ideas? I’m using a modified version if your menu state with six buttons.

@Reefwing. Nevermind got it. When I make the physics objects fall down, they are colliding with a physics object in another state. Any help? It’s being drawn but is invisible. I need to be in the run state only but it only needs to be called once. Not once every frame. So what I’m asking is is there a way to call do an initial setup for a gameState. Right now I’m calling it the regular function setup

@veeeralp - sorry I have been travelling. Good to hear you worked it out.