It looks like windslow
and windfast
are defined outside of onCollision
event handler so you should compare to those:
function onCollision( event )
if ( event.phase == "began" ) then
if event.other == windslow and event.other.isVisible==true then
print("windslow has been touch !")
end
if event.other == windfast and event.other.isVisible==true then
print("windfast has been touch !")
end
end
end -- (missing from your post but probably in your code)
The above assumes that you have registered for collision events on your player. You could also register a different collision handler on each wind:
windslow:addEventListener("collision", onCollisionSlow)
windfast:addEventListener("collision", onCollisionFast)
In that case the two collision handlers could just check if event.other == player
. The advantage of that is you are separating the code for each one. You could of course do the same with your player handler:
function onCollisionSlow(other)
print('collided with slow')
end
function onCollisionFast(other)
print('collided with fast')
end
collisionHandlers = {
[windslow] = onCollisionSlow,
[windfast] = onCollisionFast,
}
function onCollision( event )
if ( event.phase == "began" ) then
collisionFunc = collisionHandlers[event.other]
if collisionFunc ~= nil and event.other.isVisible then
collisionFunc(event.other)
end
end
end