I need help controling the ball speed?

6 replies [Last post]
sebitttas's picture
sebitttas
User offline. Last seen 1 hour 28 min ago. Offline
Joined: 17 Jan 2011

Hey I need help on controlling the ball speed what I'm trying to do is not have the ball speed up or slow down. What I just want it in one speed. My problem is the ball always speeds up and I do not know how to control it.

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local ball = display.newImageRect("smile.png", 50 ,50 )
ball.x = -200
ball.y = 200
game:insert( ball )
physics.addBody(ball,{density = 35, bounce = 0.2, friction = 0.5, radius = 20})
 
-- This is were the ball moves and always speeds up how do I slow down
local move = function( event )
ball:applyForce( 125, 2000, ball.x, ball.y )
ball.angularVelocity = 700
end
 
Runtime:addEventListener( "enterFrame", move )
 
local slows = function( event )
ball:applyForce( -1000, -4000, ball.x, ball.y )
ball.angularVelocity = 0
 
end
 
slow:addEventListener( "touch", slows )
 
local move = function( event )
box.x = box.x + 3
        camera:update( event )
end
 
Runtime:addEventListener( "enterFrame", move )
 
local function moveCamera()
        if (box.x > 90 and box.x < 200000) then
                game.x = -box.x + 400
        end
end
 
 
Runtime:addEventListener( "enterFrame", moveCamera )
 
 
 
local jump = 0
 
local function onScreenTouch( event )
        if event.phase == "began" then
       jump = jump + 1
        if jump < 2 then
                ball:applyForce( 10, -22000, ball.x, ball.y )
                elseif jump == 2 then
                ball:applyForce( 10, -22000, ball.x, ball.y )
                print(jump)
        end
 
        end
end
 
buttona:addEventListener( "touch", onScreenTouch )
 
 
        return localGroup
end 

Replies

peach pellen's picture
peach pellen
User offline. Last seen 1 day 13 hours ago. Offline
Staff
Joined: 12 Apr 2011

As I said in your other thread this is too much code for me to read - however looking at your ball it is moving once per frame, so depending on FPS it may vary. Check your framerate, if the speed changes when it is fluctuating then that would be why.

Peach :)

sebitttas's picture
sebitttas
User offline. Last seen 1 hour 28 min ago. Offline
Joined: 17 Jan 2011

@peach ok the code is reduced can you please check it again

sebitttas's picture
sebitttas
User offline. Last seen 1 hour 28 min ago. Offline
Joined: 17 Jan 2011

@peach what I'm trying do here is keep the ball from one speed not making to fast or slow, but just moving without speeding up or down like a car

peach pellen's picture
peach pellen
User offline. Last seen 1 day 13 hours ago. Offline
Staff
Joined: 12 Apr 2011

Ah, I see - you're applying force every frame - that stacks!

Can you use obj:setLinearVelocity() instead? That should fix this.

sebitttas's picture
sebitttas
User offline. Last seen 1 hour 28 min ago. Offline
Joined: 17 Jan 2011

@peach I just tried the your code and still same problem, here I will post the plug and play code so you can see the ball speeding up

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module(..., package.seeall)
 
-- Main function - MUST return a display.newGroup()
function new()
        local localGroup = display.newGroup()
 
local physics = require("physics")
require "ui"
local ui = require("ui")
require( "camera" )
local loqsprite = require('loq_sprite')
 
physics.start()
 
--physics.setDrawMode("hybrid")
 
local t = {}
local baseline = 0
 
local tree = {}
local sky = display.newGroup()
 
local camera = Camera:new()
local life = 5
 
local game = display.newGroup();
game.x = -10
 
--[[for i = 1, 100, 1 do
 
        local back = display.newImage( "layer_back.png" )
        back.x = back.contentWidth * i - ( back.contentWidth / 2 )
        camera:addObject( back )
        
        local middle = display.newImage( "layer_middle.png" )
        middle.x = back.x
        camera:addObject( middle )
        
        local front = display.newImage( "layer_front.png" )
        front.x = back.x
        camera:addObject( front )
        
end
 
local width, height = camera:getContentSize()
camera:setClampingBounds( 0, 0, width, height )
 
local onTouch = function( event )
        camera:drag( event )
end
 
Runtime:addEventListener( "touch", onTouch )]]--
 
 
--[[local baseline = 230
local sky1 = display.newImage ("hill.png")
sky1:setReferencePoint(display.CenterLeftReferencePoint)
sky1.x = 0
sky1.y = baseline - 10
localGroup:insert(sky1)
 
local baseline3 = 230
local sky3 = display.newImage ("hill2.png")
sky3:setReferencePoint(display.CenterLeftReferencePoint)
sky3.x = 240
sky3.y = baseline3 - -10
localGroup:insert(sky3)
 
local sky4 = display.newImage ("hill3.png")
sky4:setReferencePoint(display.CenterLeftReferencePoint)
sky4.x = 500
sky4.y = baseline - -60
localGroup:insert(sky4)
 
 
local tPrevious = system.getTimer()
local function move(event)
        local tDelta = event.time - tPrevious
        tPrevious = event.time
 
        local xOffset = ( 0.1 * tDelta )
 
        sky1.x = sky1.x - xOffset
        sky3.x = sky3.x - xOffset
        sky4.x = sky4.x - xOffset
        
        if (sky1.x + sky1.contentWidth) < 0 then
                sky1:translate( 480 * 2, 0)
        end
        if (sky3.x + sky3.contentWidth) < 0 then
                sky3:translate( 480 * 2, 0)
        end     
        if (sky4.x + sky4.contentWidth) < 0 then
                sky4:translate( 480 * 2, 0)
        end
        end
        
Runtime:addEventListener( "enterFrame", move )]]--
 
local box = display.newRect(100, 160, 30, 30)
game:insert( box )
 
local slow = display.newRect(240, 280, 30,30)
 
local buttona = display.newRect( 30, 280, 30 ,30)
 
        local road1 = display.newRect( -600, 240, 1000, 10 )
        physics.addBody(road1,"static",{density = 0, bounce = 0.1, friction = 0})
        road1.name = "road1"
        game:insert( road1 )
        --camera:addObject( road1 )
        
        local road2 = display.newRect(400, 210 ,10, 40)
road2.alpha = 1
road2.name = "road1"
--camera:addObject( road2 )
        
        local road3 = display.newRect(400, 210, 500, 10  )
        physics.addBody(road3,"static",{density = 0, bounce = 0, friction = 0})
        road3.name = "road1"
        game:insert( road3 )
        --camera:addObject( road3 )
        
        local road4 = display.newRect(900, 180, 10, 40)
physics.addBody(road4,"static",{density = 0, bounce = 0.1, friction = 0})
road4.name = "road1"
game:insert( road4 )
--camera:addObject( road4 )
 
local road5 = display.newRect(900, 180, 500, 10)
physics.addBody(road5,"static",{density = 0, bounce = 0.1, friction = 0})
road5.name = "road1"
game:insert( road5 )
--camera:addObject( road5 )
 
local road6 = display.newRect(1400, 150, 10, 40)
physics.addBody(road6,"static",{density = 0, bounce = 0.1, friction = 0})
road6.name = "road1"
game:insert( road6 )
--camera:addObject( road6 )
 
local road7 = display.newRect(1400, 150, 500, 10)
physics.addBody(road7,"static",{density = 0, bounce = 0.1, friction = 0})
road7.name = "road1"
game:insert( road7 )
--camera:addObject( road7 )
        
local road8 = display.newRect(1900, 90, 10, 70)
physics.addBody(road8,"static",{density = 0, bounce = 0.1, friction = 0})
road8.name = "road1"
game:insert( road8 )
--camera:addObject( road8 )     
 
local road9 = display.newRect(1900, 90, 100, 10)
physics.addBody(road9,"static",{density = 0, bounce = 0.1, friction = 0})
road9.name = "road1"
game:insert( road9 )
--camera:addObject( road9 )
 
local road10 = display.newRect(2000, 90, 10, 70)
physics.addBody(road10,"static",{density = 0, bounce = 0.1, friction = 0})
road10.name = "road1"
game:insert( road10 )
--camera:addObject( road10 )
        
local road11 = display.newRect(2000, 150, 100, 10)
physics.addBody(road11,"static",{density = 0, bounce = 0.1, friction = 0})
road11.name = "road1"
game:insert( road11 )
--camera:addObject( road11 )    
 
local road12 = display.newRect(2100, 150, 10, 70)
physics.addBody(road12,"static",{density = 0, bounce = 0.1, friction = 0})
road12.name = "road1"
game:insert( road12 )
--camera:addObject( road12 )    
 
local road13 = display.newRect(2100, 220, 500, 10)
physics.addBody(road13,"static",{density = 0, bounce = 0.1, friction = 0})
road13.name = "road1"
game:insert( road13 )
--camera:addObject( road13 )
 
local road14 = display.newRect(2600, 220, 10, 40)
physics.addBody(road14,"static",{density = 0, bounce = 0.1, friction = 0})
road14.name = "road1"
game:insert( road14 )
camera:addObject( road14 )
 
local road15 = display.newRect(2600, 260, 500, 10)
physics.addBody(road15,"static",{density = 0, bounce = 0.1, friction = 0})
road15.name = "road1"
game:insert( road15 )
--camera:addObject( road15 )
 
local road16 = display.newRect(3100, 230, 10, 40)
physics.addBody(road16,"static",{density = 0, bounce = 0.1, friction = 0})
road16.name = "road1"
game:insert( road16 )
--camera:addObject( road16 )
 
local road17 = display.newRect(3100, 230, 500, 10)
physics.addBody(road17,"static",{density = 0, bounce = 0.1, friction = 0})
road17.name = "road1"
game:insert( road17 )
--camera:addObject( road17 )
 
local road18 = display.newRect(3600,200, 10, 40)
physics.addBody(road18,"static",{density = 0, bounce = 0.1, friction = 0})
road18.name = "road1"
game:insert( road18 )
--camera:addObject( road18 )
 
local road19 = display.newRect(3600,200, 400, 10)
physics.addBody(road19,"static",{density = 0, bounce = 0.1, friction = 0})
road19.name = "road1"
game:insert( road19 )
--camera:addObject( road19 )
 
local road20 = display.newRect(4000,200, 10, 70)
physics.addBody(road20,"static",{density = 0, bounce = 0.1, friction = 0})
road20.name = "road1"
game:insert( road20 )
--camera:addObject( road20 )
 
local road21 = display.newRect(4000,260, 100, 10)
physics.addBody(road21,"static",{density = 0, bounce = 0.1, friction = 0})
road21.name = "road1"
game:insert( road21 )
--camera:addObject( road21 )
 
local road22 = display.newRect(4100,200, 10, 70)
physics.addBody(road22,"static",{density = 0, bounce = 0.1, friction = 0})
road22.name = "road1"
game:insert( road22 )
--camera:addObject( road22 )
 
local road23 = display.newRect(4100,200, 500, 10)
physics.addBody(road23,"static",{density = 0, bounce = 0.1, friction = 0})
road23.name = "road1"
game:insert( road23 )
--camera:addObject( road23 )
 
local road24 = display.newRect(4600,170, 10, 40)
physics.addBody(road24,"static",{density = 0, bounce = 0.1, friction = 0})
road24.name = "road1"
game:insert( road24 )
--camera:addObject( road24 )
 
local road255 = display.newRect(4600,170, 300, 10)
physics.addBody(road255,"static",{density = 0, bounce = 0.1, friction = 0})
road255.name = "road1"
game:insert( road255 )
--camera:addObject( road25 )
 
local road25 = display.newRect(4900,170, 10, 40)
physics.addBody(road25,"static",{density = 0, bounce = 0.1, friction = 0})
road25.name = "road1"
game:insert( road25 )
--camera:addObject( road25 )
 
local road26 = display.newRect(4900,200, 300, 10)
physics.addBody(road26,"static",{density = 0, bounce = 0.1, friction = 0})
road26.name = "road1"
game:insert( road26 )
--camera:addObject( road26 )
 
local road27 = display.newRect(5200,200, 10, 70)
physics.addBody(road27,"static",{density = 0, bounce = 0.1, friction = 0})
road27.name = "road1"
game:insert( road27 )
--camera:addObject( road27 )
 
local road28 = display.newRect(5200,260, 100, 10)
physics.addBody(road28,"static",{density = 0, bounce = 0.1, friction = 0})
road28.name = "road1"
game:insert( road28 )
--camera:addObject( road28 )
 
local road29 = display.newRect(5300,200, 10, 70)
physics.addBody(road29,"static",{density = 0, bounce = 0.1, friction = 0})
road29.name = "road1"
game:insert( road29 )
--camera:addObject( road29 )
 
local road30 = display.newRect(5300,200, 200, 10)
physics.addBody(road30,"static",{density = 0, bounce = 0.1, friction = 0})
road30.name = "road1"
game:insert( road30 )
--camera:addObject( road30 )
 
local road31 = display.newRect(5500,200, 10, 70)
physics.addBody(road31,"static",{density = 0, bounce = 0.1, friction = 0})
road31.name = "road1"
game:insert( road31 )
--camera:addObject( road31 )
 
local road32 = display.newRect(5500,260, 400, 10)
physics.addBody(road32,"static",{density = 0, bounce = 0.1, friction = 0})
road32.name = "road1"
game:insert( road32 )
--camera:addObject( road32 )
 
local road33 = display.newRect(5900,200, 10, 70)
physics.addBody(road33,"static",{density = 0, bounce = 0.1, friction = 0})
road33.name = "road1"
game:insert( road33 )
--camera:addObject( road33 )
 
local road34 = display.newRect(5900,200, 400, 10)
physics.addBody(road34,"static",{density = 0, bounce = 0.1, friction = 0})
road34.name = "road1"
game:insert( road34 )
--camera:addObject( road34 )
 
local road35 = display.newRect(6300,200, 10, 40)
physics.addBody(road35,"static",{density = 0, bounce = 0.1, friction = 0})
road35.name = "road1"
game:insert( road35 )
--camera:addObject( road35 )
 
local road36 = display.newRect(6300,230, 500, 10)
physics.addBody(road36,"static",{density = 0, bounce = 0.1, friction = 0})
road36.name = "road1"
game:insert( road36 )
--camera:addObject( road36 )
 
local road37 = display.newRect(6800,200, 10, 40)
physics.addBody(road37,"static",{density = 0, bounce = 0.1, friction = 0})
road37.name = "road1"
game:insert( road37 )
--camera:addObject( road37 )
 
local road38 = display.newRect(6800,200, 500, 10)
physics.addBody(road38,"static",{density = 0, bounce = 0.1, friction = 0})
road38.name = "road1"
game:insert( road38 )
--camera:addObject( road38 )
 
local road39 = display.newRect(7300,170, 10, 40)
physics.addBody(road39,"static",{density = 0, bounce = 0.1, friction = 0})
road39.name = "road1"
game:insert( road39 )
--camera:addObject( road39 )
 
local road40 = display.newRect(7300,170, 600, 10)
physics.addBody(road40,"static",{density = 0, bounce = 0.1, friction = 0})
road40.name = "road1"
game:insert( road40 )
--camera:addObject( road40 )
        
 
physics.addBody(road2,"static",{density = 0, bounce = 0.1, friction = 0})
game:insert( road2 )
--camera:addObject( road2 )
 
ball = display.newCircle(200, 200 ,20 ,20 )
game:insert( ball )
physics.addBody(ball,{density = 30, bounce = 0.2, friction = 0, radius = 19})
 
local word = display.newText("Right", 30 ,30, "Arial", 30)
word.x = 240
word.y = 270
        
local lifes = display.newText("Life: ",0,0,nil,22)
lifes.x = 40
lifes.y = 270
lifes.text = "Life: ".. life
 
local function lost (event)
if life == 0 then
display.remove(ball)
end
end
Runtime:addEventListener("enterFrame", lost)
 
local move = function( event )
ball:applyForce( 100, 2000, ball.x, ball.y )
ball.angularVelocity = 700
end
 
Runtime:addEventListener( "enterFrame", move )
 
local slows = function( event )
ball:applyForce( 2000, -22000, ball.x, ball.y )
ball.angularVelocity = 0
 
end
 
slow:addEventListener( "touch", slows )
 
local move = function( event )
box.x = box.x + 3
        camera:update( event )
end
 
Runtime:addEventListener( "enterFrame", move )
 
local function moveCamera()
        if (box.x > 90 and box.x < 200000) then
                game.x = -box.x + 400
        end
end
 
 
Runtime:addEventListener( "enterFrame", moveCamera )
 
 
 
local jump = 0
 
local function onScreenTouch( event )
        if event.phase == "began" then
       jump = jump + 1
        if jump < 2 then
                ball:applyForce( 10, -22000, ball.x, ball.y )
                elseif jump == 2 then
                ball:applyForce( 10, -22000, ball.x, ball.y )
                print(jump)
        end
 
        end
end
 
buttona:addEventListener( "touch", onScreenTouch )
 
local function onCollision4(event)
if event.phase == "began" and event.other.name == "road1" then
jump = 0
print("works")
end
end
ball.preCollision = onLocalPreCollision
ball:addEventListener("collision", onCollision4)
 
--[[
camera:addObject( road1 )
camera:addObject( road2 )
camera:addObject( road3 )
camera:addObject( road4 )
camera:addObject( road5 )
camera:addObject( road6 )
camera:addObject( road7 )
camera:addObject( road8 )
camera:addObject( road9 )
camera:addObject( road10 )
camera:addObject( road11 )
camera:addObject( road12 )
camera:addObject( road13 )
camera:addObject( road14 )
camera:addObject( road15 )
camera:addObject( road16 )
camera:addObject( road17 )
camera:addObject( road18 )
camera:addObject( road19 )
camera:addObject( road20 )
camera:addObject( road21 )
camera:addObject( road22 )
camera:addObject( road23 )
camera:addObject( road24 )
camera:addObject( road25 )
camera:addObject( road26 )
camera:addObject( road27 )
camera:addObject( road28 )
camera:addObject( road29 )
camera:addObject( road30 )
camera:addObject( road31 )
camera:addObject( road32 )
camera:addObject( road33 )
camera:addObject( road34 )
camera:addObject( road35 )
camera:addObject( road36 )
camera:addObject( road37 )
camera:addObject( road38 )
camera:addObject( road39 )
camera:addObject( road40 )
camera:addObject( road255 )
]]--
 
        return localGroup
end 

So this is the code

peach pellen's picture
peach pellen
User offline. Last seen 1 day 13 hours ago. Offline
Staff
Joined: 12 Apr 2011

You are still applying force but I did email you in relation to your other thread.

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