我有四排筏子随机产生,移动到屏幕的上方然后消失。我然后在木筏下面有水图像。我已经做到这一点,当用户走到木筏上否定水重新产生的功能。但是,如果仅适用于每排产生的第一筏。
local mRandom = math.random
local raft = {"Raft1" ,"Raft2","Raft3"}
local objectTag = 0
local object = {}
function spawnlogright()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = 416
object[objectTag].y = 72
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = -96, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
end
spawnlogright()
timer.performWithDelay(3000,spawnlogright,0)
function spawnlogright()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = 416
object[objectTag].y = 168
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = -96, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
end
spawnlogright()
timer.performWithDelay(3000,spawnlogright,0)
function spawnlogleft()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = -96
object[objectTag].y = 120
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = 416, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
end
spawnlogleft()
timer.performWithDelay(3000,spawnlogleft,0)
function spawnlogleft()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = -96
object[objectTag].y = 216
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = 416, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
end
spawnlogleft()
timer.performWithDelay(3000,spawnlogleft,0)
--while the frog is on the log...
function raftCollide(event)
if ( event.phase == "began" ) then
isOnRaft = isOnRaft + 1
elseif ( event.phase == "ended" )then
isOnRaft = isOnRaft - 1
end
end
--add event for 'walking on the log'
object[objectTag]:addEventListener("collision",raftCollide)
我如何得到它以便最后一个事件监听器将检测所有木筏的碰撞
答案 0 :(得分:1)
如果您编写了类似的代码,那么objectTag将指向最后一个木筏,所以只有最后一个对象才会添加eventListener
你可以像这样重新排序
local mRandom = math.random
local raft = {"Raft1" ,"Raft2","Raft3"}
local objectTag = 0
local object = {}
--MOVE THIS FUNCTION SO WE CAN CALL ON IT LATER
--while the frog is on the log...
function raftCollide(event)
if ( event.phase == "began" ) then
isOnRaft = isOnRaft + 1
elseif ( event.phase == "ended" )then
isOnRaft = isOnRaft - 1
end
end
function spawnlogright()
objectTag = objectTag + 1
local objIdx = mRandom(#raft)
local objName = raft[objIdx]
object[objectTag] = display.newImage(objName..".png")
object[objectTag].x = 416
object[objectTag].y = 72
object[objectTag].name = objectTag
transition.to(object[objectTag], {time = 10000, x = -96, onComplete = function(obj) obj:removeSelf(); obj = nil; end})
physics.addBody( object[objectTag], "static", {isSensor = true})
--ADD EVENT LISTENER TO EACH LOG
--add event for 'walking on the log'
object[objectTag]:addEventListener("collision",raftCollide)
end
spawnlogright()
timer.performWithDelay(3000,spawnlogright,0)
--AND SO ON WITH MORE LOGS....
计时器功能会产生日志吗?您可能需要向spawn函数添加一个事件参数。另外,尝试将所有产生的东西放在一个函数中,这样可以让你更好地控制你将木筏插入的索引