I know Rob put up the definitive post on non-physics collisions in Corona, but I've collected a few other methods that I wanted to record for posterity. They might be redundant in some cases, but I feel that one option is better for certain applications than another. Do with them what you will:
This is hardly groundbreaking, but I thought I'd throw this explosion logic out there, to save someone a couple of minutes or hours of experimenting with physics explosions in Corona SDK.
You could add some G2 filters to the pixels to make it really fancy, but I kept it bare-bones for reference purposes.
I’ve been tinkering with some rotation of objects by axis, and I’m starting to like the results. I don’t know how applicable it will be, but I like the animation I’m getting from messing with the logic. I got the idea from a link in the CoronaLabs forums, and I thought I’d catalogue what I’ve discovered so far (github link can be found here).
Below, some simple rotational logic by axis:
This is just some super-simple rotate logic that can be used in a wide array of applications. The rate of rotation can be slowed down/modified so that the rotation can be a bit smoother, but other than that, I find it very useful. I actually used this in the inventory logic of Infiltration, just because I (like the rest of the world that owned a first or second generation iPod Classic) find the spinning mechanic therapeutic. Something about an added ratchet sound is great. I need to remember that…
Here is some interesting rotation logic with staggered movement: