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                - -- Setup collision filters
 - local Floor_filter = { categoryBits = 1, maskBits = 0 }
 - local InvisFloor_filter = { categoryBits = 2, maskBits = 0 }
 - local Block_filter = { categoryBits = 4, maskBits = 0 }
 - local Star_filter = { categoryBits = 8, maskBits = 2 }
 - local Sprite_filter = { categoryBits = 16, maskBits = 8 }
 - local Rock_filter = { categoryBits = 32, maskBits = 21 }
 - ----
 - -- Setup Invisible floor for Stars --
 - local invisFloor = display.newRect(124.6, 300, 490, 2)
 - groupOne:insert( invisFloor )
 - invisFloor.itemName = "invisFloor"
 - physics.addBody( invisFloor, "static")
 - -- Setup player sprite --
 - local Sprite = display.newImage ("Sprite.png")
 - Sprite.x = 330
 - Sprite.y = 290
 - Sprite.itemName = "sprite"
 - physics.addBody( Sprite, "static", { filter=Sprite_Filter } )
 - groupOne:insert( Sprite )
 - -- Setup Star and Points calling --
 - local StarTime = 5000
 - function newStar( ) -- Create new stars
 - if ( gameState == "Play" ) then
 - local Star = display.newImage ("Star.png")
 - Star.x = math.random (140 , 470)
 - Star.y = 303
 - Star.itemName = "Star"
 - physics.addBody( Star, "kinematic")
 - groupOne:insert( Star )
 - end
 - end
 - -- Register timers
 - if ( gameState == "Play" ) then
 - local StarSpawner = timer.performWithDelay( StarTime, newStar, 1 )
 - end
 - Sprite:addEventListener( "collision", Sprite )
 - -- Check for Collisions
 - function Sprite:collision (event) -- Game Over!
 - if event.other.itemName == "rock" then
 - gameState = "Pause"
 - groupOne:remove( Sprite )
 - physics.pause() -- Pause physics engine
 - GameOver.gameEnd( Points )
 - end
 - if event.other.itemName == "Star" then -- Add points
 - groupOne:remove( Star ) -- remove old star and reset star spawn timer
 - Star = nil
 - local StarSpawner = timer.performWithDelay( StarTime, newStar, 1 )
 - updatePoints("add")
 - end
 - end
 
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