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| local abs = math.abs
local rand = math.random
local r = 100
local maxScale = 1
local minScale = 0.1
local transferFactor = 0.20
local circles = {}
local function addCircle(e)
local x = e.x
local y = e.y
local circle = display.newCircle(x,y,r)
circle.speed = rand(3)*0.1
circle.t = nil
circle.direction = "expand"
circle:setFillColor(rand(255),rand(255),rand(255))
circle:scale(minScale,minScale)
function circle:change(direction)
if self.t ~= nil then
transition.cancel(self.t)
self.t = nil
end
if direction == "expand" then
self.t = transition.to(self, {time = 1000 * (maxScale-self.xScale)/self.speed, xScale = maxScale, yScale = maxScale, onComplete=self.change})
self.direction = "expand"
elseif direction == "shrink" then
self.t = transition.to(self, {time = 1000*(self.xScale-minScale)/self.speed, xScale = minScale, yScale = minScale, onComplete=self.change})
self.direction = "shrink"
else
if self.direction == "shrink" then
self.t = transition.to(self, {time = 1000 * (maxScale-self.xScale)/self.speed, xScale = maxScale, yScale = maxScale, onComplete=self.change})
self.direction = "expand"
elseif self.direction == "expand" then
self.t = transition.to(self, {time = 1000*(self.xScale-minScale)/self.speed, xScale = minScale, yScale = minScale, onComplete=self.change, onComplete=self.change})
self.direction = "shrink"
end
end
self:setFillColor(rand(255),rand(255),rand(255))
end
function circle:tap(e)
print("circle tapped")
return true
end
circle:addEventListener("tap",circle)
table.insert(circles , circle )
circle:change("expand")
print("no. of circles : " , #circles)
return true
end
Runtime:addEventListener("tap",addCircle)
local function distanceBetween( point1, point2 )
local xfactor = point2.x-point1.x ; local yfactor = point2.y-point1.y
local distanceBetween = math.sqrt((xfactor*xfactor) + (yfactor*yfactor))
return distanceBetween
end
local timers = {}
local function gameLoop(e)
for i = 1, #circles do
for j = i+1, #circles do
--print("dist", i, j, abs( (circles[i].xScale + circles[j].xScale)*r - distanceBetween(circles[i],circles[j])))
if timers[tostring(i)..","..tostring(j)] == nil then
if abs( (circles[i].xScale + circles[j].xScale)*r - distanceBetween(circles[i],circles[j])) < 1 then
local speeddif = circles[i].speed - circles[j].speed
circles[i].speed = circles[i].speed - speeddif * transferFactor
circles[j].speed = circles[j].speed + speeddif * transferFactor
circles[i]:change()
circles[j]:change()
timers[tostring(i)..","..tostring(j)] = e.time
end
elseif e.time - timers[tostring(i)..","..tostring(j)] > 50 then
if abs( (circles[i].xScale + circles[j].xScale)*r - distanceBetween(circles[i],circles[j])) < 1 then
local speeddif = circles[i].speed - circles[j].speed
circles[i].speed = circles[i].speed - speeddif * transferFactor
circles[j].speed = circles[j].speed + speeddif * transferFactor
circles[i]:change()
circles[j]:change()
timers[tostring(i)..","..tostring(j)] = e.time
end
end
end
end
end
Runtime:addEventListener("enterFrame",gameLoop)local abs = math.abs
local rand = math.random
local r = 100
local maxScale = 1
local minScale = 0.1
local transferFactor = 0.20
local circles = {}
local function addCircle(e)
local x = e.x
local y = e.y
local circle = display.newCircle(x,y,r)
circle.speed = rand(3)*0.1
circle.t = nil
circle.direction = "expand"
circle:setFillColor(rand(255),rand(255),rand(255))
circle:scale(minScale,minScale)
function circle:change(direction)
if self.t ~= nil then
transition.cancel(self.t)
self.t = nil
end
if direction == "expand" then
self.t = transition.to(self, {time = 1000 * (maxScale-self.xScale)/self.speed, xScale = maxScale, yScale = maxScale, onComplete=self.change})
self.direction = "expand"
elseif direction == "shrink" then
self.t = transition.to(self, {time = 1000*(self.xScale-minScale)/self.speed, xScale = minScale, yScale = minScale, onComplete=self.change})
self.direction = "shrink"
else
if self.direction == "shrink" then
self.t = transition.to(self, {time = 1000 * (maxScale-self.xScale)/self.speed, xScale = maxScale, yScale = maxScale, onComplete=self.change})
self.direction = "expand"
elseif self.direction == "expand" then
self.t = transition.to(self, {time = 1000*(self.xScale-minScale)/self.speed, xScale = minScale, yScale = minScale, onComplete=self.change, onComplete=self.change})
self.direction = "shrink"
end
end
self:setFillColor(rand(255),rand(255),rand(255))
end
function circle:tap(e)
print("circle tapped")
return true
end
circle:addEventListener("tap",circle)
table.insert(circles , circle )
circle:change("expand")
print("no. of circles : " , #circles)
return true
end
Runtime:addEventListener("tap",addCircle)
local function distanceBetween( point1, point2 )
local xfactor = point2.x-point1.x ; local yfactor = point2.y-point1.y
local distanceBetween = math.sqrt((xfactor*xfactor) + (yfactor*yfactor))
return distanceBetween
end
local timers = {}
local function gameLoop(e)
for i = 1, #circles do
for j = i+1, #circles do
--print("dist", i, j, abs( (circles[i].xScale + circles[j].xScale)*r - distanceBetween(circles[i],circles[j])))
if timers[tostring(i)..","..tostring(j)] == nil then
if abs( (circles[i].xScale + circles[j].xScale)*r - distanceBetween(circles[i],circles[j])) < 1 then
local speeddif = circles[i].speed - circles[j].speed
circles[i].speed = circles[i].speed - speeddif * transferFactor
circles[j].speed = circles[j].speed + speeddif * transferFactor
circles[i]:change()
circles[j]:change()
timers[tostring(i)..","..tostring(j)] = e.time
end
elseif e.time - timers[tostring(i)..","..tostring(j)] > 50 then
if abs( (circles[i].xScale + circles[j].xScale)*r - distanceBetween(circles[i],circles[j])) < 1 then
local speeddif = circles[i].speed - circles[j].speed
circles[i].speed = circles[i].speed - speeddif * transferFactor
circles[j].speed = circles[j].speed + speeddif * transferFactor
circles[i]:change()
circles[j]:change()
timers[tostring(i)..","..tostring(j)] = e.time
end
end
end
end
end
Runtime:addEventListener("enterFrame",gameLoop) |