enterScene事件未触发

时间:2013-07-07 14:47:48

标签: lua corona corona-storyboard

我正在尝试使用陀螺仪制作游戏,我面临一个非常奇怪的问题。我有以下两个场景

enter image description here

enter image description here

我希望当第一个场景中的球与门碰撞时移动到第二个场景。 当球慢慢移动并与门碰撞时,一切正常,下一个场景开始正常,但如果第一个场景中的球移动速度非常快并且用力与门碰撞,则下一个场景开始发生,看起来就像进入事件未触发。有什么想法吗?

我的代码:

场景1:

---------------------------------------------------------------------------------
--
-- scene1.lua
--
---------------------------------------------------------------------------------

local storyboard = require( "storyboard" )
local scene = storyboard.newScene()

system.setIdleTimer( false )

local physics = require "physics"
local physicsData = (require "myphysics").physicsData(1.0)
---------------------------------------------------------------------------------
-- BEGINNING OF  IMPLEMENTATION
---------------------------------------------------------------------------------
local displayTime,background,ball,maze,maze2,borders,exitscn
local startTime=0
local levelTime = 20

local function onGyroscopeDataReceived( event )
    local deltaRadiansX = event.xRotation * event.deltaTime
    local deltaDegreesX = deltaRadiansX * (180 / math.pi)
    local deltaRadiansY = event.yRotation * event.deltaTime
    local deltaDegreesY = deltaRadiansY * (180 / math.pi)
    ball:applyForce( -deltaDegreesX*6, -deltaDegreesY*6, ball.x, ball.y )
end



function nextScene()
    storyboard.gotoScene( "loadscene2")
end

local function onCollision( event )
    if ( event.phase == "ended" ) then
       if(event.object1.name=="exitscn" or event.object2.name=="exitscn") then
            timer.performWithDelay ( 500, nextScene )
        end 
    end

end

local function gameOver()
    storyboard.gotoScene( "menu", "fade", 300)
end

local function checkTime(event)
  local now = os.time()
  displayTime.text = levelTime - (now - startTime)
  if ( levelTime - (now - startTime)==0) then
    gameOver()
  end
end





-- Called when the scene's view does not exist:
function scene:createScene( event )
    local screenGroup = self.view
    physics.start(); 
    physics.setGravity( 0,0 )

    displayTime = display.newText(levelTime, 0, 0, "Helvetica", 20)
    displayTime.isVisible=false

    background=display.newImage("bcklevel1.png")
    background.x=display.contentCenterX
    background.y=display.contentCenterY

    ball=display.newImage("ball1.png")
    ball.x=30
    ball.y=display.contentCenterY
    ball.name="ball"

    maze=display.newImage( "maze1.png" )
    maze.x=display.contentCenterX
    maze.y=display.contentCenterY
    maze.name="maze"

    maze2=display.newImage( "maze1.png" )
    maze2.x=display.contentCenterX
    maze2.y=display.contentCenterY
    maze2.name="maze2"

    borders=display.newImage( "borders.png" )
    borders.x=display.contentCenterX
    borders.y=display.contentCenterY
    borders.name="borders"
    borders.alpha=0.1

    exitscn=display.newImage("exit.png")
    exitscn.x=display.contentWidth-30
    exitscn.y=display.contentCenterY
    exitscn.name="exitscn"

    physics.addBody (ball, "dynamic",physicsData:get("ball"))
    physics.addBody (maze, "static",physicsData:get("mazelevel1_1"))
    physics.addBody (maze2, "static",physicsData:get("mazelevel1_2"))
    physics.addBody (borders, "static",physicsData:get("borders"))
    physics.addBody (exitscn, "dynamic",physicsData:get("exitscn"))

    --ball:addEventListener ( "touch", nextScene )
    Runtime:addEventListener("enterFrame", checkTime)
    Runtime:addEventListener( "gyroscope", onGyroscopeDataReceived )
    Runtime:addEventListener( "collision", onCollision )

    screenGroup:insert( background )
    screenGroup:insert(displayTime)
    screenGroup:insert( ball )
    screenGroup:insert( maze )
    screenGroup:insert( maze2 )
    screenGroup:insert( borders )
    screenGroup:insert( exitscn )


    print( "\n1: createScene event")
end




-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )

    print( "1: enterScene event" )
    physics.start()

    startTime = os.time()
    displayTime.isVisible=true

end


-- Called when scene is about to move offscreen:
function scene:exitScene( event )

    print( "1: exitScene event" )
    physics.stop( )


    Runtime:removeEventListener( "enterFrame", checkTime )
    Runtime:removeEventListener( "gyroscope", onGyroscopeDataReceived )
    Runtime:removeEventListener( "collision", onCollision )

end


-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )

    print( "((destroying scene 1's view))" )
    package.loaded[physics] = nil
    physics = nil
end

---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------

-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )

-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )

-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener( "exitScene", scene )

-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )

---------------------------------------------------------------------------------

return scene

第二幕:

---------------------------------------------------------------------------------
--
-- scene2.lua
--
---------------------------------------------------------------------------------

local storyboard = require( "storyboard" )
local scene = storyboard.newScene()

system.setIdleTimer( false )

local physics = require "physics"
local physicsData = (require "myphysics").physicsData(1.0)
---------------------------------------------------------------------------------
-- BEGINNING OF  IMPLEMENTATION
---------------------------------------------------------------------------------
local displayTime,background,ball,maze,maze2,borders,exitscn
local startTime=0
local levelTime = 20

local function onGyroscopeDataReceived( event )
    local deltaRadiansX = event.xRotation * event.deltaTime
    local deltaDegreesX = deltaRadiansX * (180 / math.pi)
    local deltaRadiansY = event.yRotation * event.deltaTime
    local deltaDegreesY = deltaRadiansY * (180 / math.pi)
    ball:applyForce( -deltaDegreesX*6, -deltaDegreesY*6, ball.x, ball.y )
end

function nextScene()
    storyboard.gotoScene( "menu", "fade", 1000 )
end

local function onCollision( event )
    if ( event.phase == "ended" ) then
       if(event.object1.name=="exitscn" or event.object2.name=="exitscn") then
            timer.performWithDelay ( 500, nextScene )
        end 
    end

end

 local function gameOver()
    storyboard.gotoScene( "menu", "fade", 300)
end

local function checkTime(event)
  local now = os.time()
  displayTime.text = levelTime - (now - startTime)
  if ( levelTime - (now - startTime)==0) then
    gameOver()
  end
end





-- Called when the scene's view does not exist:
function scene:createScene( event )
    local screenGroup = self.view
    physics.start(); 
    physics.setGravity( 0,0 )

    displayTime = display.newText(startTime, 0, 0, "Helvetica", 20)
    displayTime.isVisible=false

    background=display.newImage("bcklevel1.png")
    background.x=display.contentCenterX
    background.y=display.contentCenterY

    ball=display.newImage("ball1.png")
    ball.x=30
    ball.y=display.contentCenterY
    ball.name="ball"

    maze=display.newImage( "maze2.png" )
    maze.x=display.contentCenterX
    maze.y=display.contentCenterY
    maze.name="maze"

    maze2=display.newImage( "maze2.png" )
    maze2.x=display.contentCenterX
    maze2.y=display.contentCenterY
    maze2.name="maze2"

    borders=display.newImage( "borders.png" )
    borders.x=display.contentCenterX
    borders.y=display.contentCenterY
    borders.name="borders"
    borders.alpha=0.1

    exitscn=display.newImage("exit.png")
    exitscn.x=display.contentWidth-30
    exitscn.y=display.contentCenterY
    exitscn.name="exitscn"

    physics.addBody (ball, "dynamic",physicsData:get("ball"))
    physics.addBody (maze, "static",physicsData:get("mazelevel2_1"))
    physics.addBody (maze2, "static",physicsData:get("mazelevel2_2"))
    physics.addBody (borders, "static",physicsData:get("borders"))
    physics.addBody (exitscn, "dynamic",physicsData:get("exitscn"))

    --ball:addEventListener ( "touch", nextScene )
    Runtime:addEventListener("enterFrame", checkTime)
    Runtime:addEventListener( "gyroscope", onGyroscopeDataReceived )
    Runtime:addEventListener( "collision", onCollision )

    screenGroup:insert( background )
    screenGroup:insert(displayTime)
    screenGroup:insert( ball )
    screenGroup:insert( maze )
    screenGroup:insert( maze2 )
    screenGroup:insert( borders )
    screenGroup:insert( exitscn )


    print( "\n1: createScene event")
end




-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )

    print( "1: enterScene event" )
    physics.start()
    startTime = os.time()
    displayTime.isVisible=true

end


-- Called when scene is about to move offscreen:
function scene:exitScene( event )

    print( "1: exitScene event" )
    physics.stop( )

    Runtime:removeEventListener( "enterFrame", checkTime )
    Runtime:removeEventListener( "gyroscope", onGyroscopeDataReceived )
    Runtime:removeEventListener( "collision", onCollision )

end


-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )

    print( "((destroying scene 2's view))" )
    package.loaded[physics] = nil
    physics = nil
end

---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------

-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )

-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )

-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener( "exitScene", scene )

-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )

---------------------------------------------------------------------------------

return scene

4 个答案:

答案 0 :(得分:0)

在第二个档案中,我打赌有一些令人毛骨悚然的事情

function nextScene()
    storyboard.gotoScene( "menu", "fade", 1000 )
end

local function onCollision( event )
    if ( event.phase == "ended" ) then
       if(event.object1.name=="exitscn" or event.object2.name=="exitscn") then
            timer.performWithDelay ( 500, nextScene )
        end 
    end

end

首先延迟500毫秒,然后额外的1000毫秒延迟转换到下一个场景。也许你已经意识到了这一点,但是你没有像在第一个文件中那样处理这种转换。

答案 1 :(得分:0)

我认为代码是正确的。在故事板场景的输入场景和内存重新加载中存在分组问题。请尝试使用以下解决方案:

  1. 我认为你在创建场景中编写了整个代码,这将为故事板场景调用一次。您应该尝试在enterScene中实现可重用的代码,并且应该使用local group = self.view来输入场景对象。

  2. 您应该尝试刷新或释放当前故事板场景的内存,无论是DOOR与球的碰撞还是从当前故事板的退出场景。

答案 2 :(得分:0)

我认为问题是当你延迟调用nextScene时碰撞事件被多次触发。

尝试做这样的事情:

local hasNextSceneEventHappened = false

local function onCollision( event )
    if ( event.phase == "ended" ) then
       -- Ignore the call if we have already collided for next level
       if(event.object1.name=="exitscn" or event.object2.name=="exitscn") then
            if (hasNextSceneEventHappened == true ) then return end
            hasNextSceneEventHappened = true
            timer.performWithDelay ( 500, nextScene )
       end 
    end
end

此代码将确保您不会对goToScene()函数发送垃圾邮件并导致意外行为。 我希望它适合你。

答案 3 :(得分:0)

使用didGo之类的标记。 在您的文件正文中将此标志初始化为false并写下如下内容:

-- body of your file:
local didGo = false

-- when you want to go to another scene
if ( not didGo) then
 didGo = true
 storyboard.gotoScene...
end