所以我正在用Corona构建一个游戏(在lua中),其中有多个对象包含Physic属性,并且当前正试图以可以使碰撞处理更容易的方式存储,操纵它们...... 这个想法是3个物体中没有2个碰撞.. 对象是 1 /一个球(可以在屏幕上的许多球) 2 /表(具有一些物理属性) 和3 /口袋(最终只是一些不可见的矩形)
在处理混乱的2周内,我得出了这个结论代码结构的示例 创造100球
balls = {}
local i = 1
function createBalls ()
for i = 1,100,1 do -- create the 100 and hide them?
ball = display.newImage("ball.png")
ball.isVisible = false
ball.id = tostring( "ball " ..i )
balls[#ball+1] = ball
sceneGroup:insert(ball[#ball])
end
end
声明6个口袋(使用id作为碰撞处理的标志)
local Pocket1 = display.newRect( screenWidth * .28, screenHeight * .5, 15, 18) --Left Pocket 60pts
physics.addBody( Pocket1, "kinematic", {isSensor = true})
Pocket1:addEventListener( "collision", Pocket1 ) Pocket1.isVisible = true Pocket1.alpha = 0.5
Pocket1.id ="Left Pocket 60pts"
local Pocket2 = display.newRect( screenWidth * .3945, screenHeight * .556, 15, 18) -- Left Pocket 30pts
physics.addBody( Pocket2, "kinematic", {isSensor = true} )
Pocket2:addEventListener( "collision", Pocket2 ) Pocket2.isVisible = false
Pocket2.id ="Left Pocket 30pts"
local Pocket3 = display.newRect( screenWidth * .512, screenHeight * .490, 15, 18) -- Center Pocket 10 pts
physics.addBody( Pocket3, "kinematic", {isSensor = true} )
Pocket3:addEventListener( "collision", Pocket3 ) Pocket3.isVisible = false
Pocket3.id ="Center Pocket 10pts"
local Pocket4 = display.newRect( screenWidth * .613, screenHeight * .556, 15, 18) -- Right Pocket 30 pts
physics.addBody( Pocket4, "kinematic", {isSensor = true} )
Pocket4:addEventListener( "collision", Pocket4 ) Pocket4.isVisible = false
Pocket4.id ="Right Pocket 30pts"
local Pocket5 = display.newRect( screenWidth * .736, screenHeight * .5, 15, 18) -- Far Right Pocket 60pts
physics.addBody( Pocket5, "kinematic", {isSensor = true} )
Pocket5:addEventListener( "collision", Pocket5 ) Pocket5.isVisible = false
Pocket5.id ="Right Pocket 60pts"
local Pocket6 = display.newRect( screenWidth * .512, screenHeight * .638, 50, 10) -- Kill-z Pocketphysics.addBody( Pocket6, "kinematic", {isSensor = true} )
Pocket6:addEventListener( "collision", Pocket6 ) Pocket6.isVisible = false
Pocket6.id ="Kill Pocket"
我的问题,碰撞检测仅适用于最后加载的球,
(如果有人要求加载器功能)
--handle loader
function shootBall()
createBalls() --obviously this will now spawn 100 balls
if ballLoaded == true then
r1 = -687.5 r2 = -668
r3 = 595 r4 = 645
ball[k].x = screenWidth * .378 ball[k].y = screenHeight * .638
ball[k]:scale(0.16,0.16)
ball[k].isVisible = true
physics.addBody( ball[k], "dynamic", {radius = 5.5, density=15.0, friction=0.8, bounce=0.0 } )
ball[k]:setLinearVelocity( math.random(r1,r2), math.random(r3,r4))
--and here it will have done nothing productive other than fill the screen with balls
end
回滚编辑这最初会被调用,但是你可以看到它根本没有井井有条,因为最近的代码很乱......
local i = 1
local balls = {}
local function spawnBall()
if i > 0 or i < 100 then
balls[i] = display.newImage("ball.png")
balls[i].id = "ball "..i
balls[i].x = screenWidth * .378
balls[i].y = screenHeight * .638
balls[i]:scale(0.16,0.16)
balls[i].isVisible = true
physics.addBody( balls[i], "dynamic", {radius = 5.5, density=15.0, friction=0.8, bounce=0.0 } )
balls[i]:setLinearVelocity(math.random(-687.5,-668), math.random(595,645))
sceneGroup:insert(balls[i])
print(balls[i].id.. " shot")
i = i + 1
end
end`
答案 0 :(得分:0)
function createBalls ()
for k = 1,100,1 do
ball = {} -- we do this every loop cycle!!!
ball[k] = display.newImage("ball.png")
ball[k].isVisible = false
ball[k].id = tostring( "ball " ..i )
ball[#ball+1] = ball[k]
sceneGroup:insert(ball[#ball])
end
end
这里你重新定义全局变量球100次。
当你在每个周期重新创建球时,#ball将始终为1。 所以你创建一个表,在索引k和2处为它添加各种值,然后再次重新创建它......所以你的全局表球完全被打开了。
在shootBall()
中,您使用的索引k
未在提供的代码中定义...
逐行浏览您的代码并考虑一下。用笔纸画一张桌子......
请阅读Lua中使用局部变量的内容!!!!
答案 1 :(得分:0)
所以这是我的解决方案,它非常全面我可以感谢来自Corona Labs的Danny的大部分解决方案,通过函数传递参数在列表中但不是特别优先,但感谢大部分工作。
--on "Press" event
--Function to spawn an object
local function spawn(params)
local ball = display.newImage(params.image)
--Set the objects table to a table passed in by parameters
ball.Table = params.Table
--Automatically set the table index to be inserted into the next available table index
ball.index = #ball.Table + 1
--Give the object a custom name
ball.id = "ball : " .. ball.index
--If the object should have a body create it, else dont.
if params.hasBody then
--Allow physics parameters to be passed by parameters:
ball.x = params.x or contentCenterX
ball.y = params.y or contentCenterY
ball.isVisible = params.isVisible or false
ball.radius = params.radius or nil
ball.density = params.density or 0
ball.friction = params.friction or 0
ball.bounce = params.bounce or 0
ball.isSensor = params.isSensor or false
ball.bodyType = params.bodyType or "dynamic"
physics.addBody(ball, ball.bodyType, {radius = ball.radius, density = ball.density, friction = ball.friction, bounce = ball.bounce, isSensor = ball.isSensor})
ball:setLinearVelocity(params.xVelocity or 0, params.yVelocity or 0)
ball:scale(params.xScale or 1,params.yScale or 1)
end
--The objects group
ball.group = params.group or nil
--If the function call has a parameter named group then insert it into the specified group
ball.group:insert(ball)
--Insert the object into the table at the specified index
ball.Table[ball.index] = ball
return ball
end
local displayGroup = display.newGroup()
--Create a table to hold balls
local ballTable = {}
--Create spawns
local function ballSpawn()
for i=1 ,1,1 do
local spawns = spawn(
{
image = "ball.png",
Table = ballTable,
hasBody = true,
x = screenWidth * .378,
y = screenHeight * .638,
isVisible = true,
bodyType = "dynamic", radius = 5.5, density= 15.0, friction= 0.8, bounce = 0.0,
xVelocity = math.random(-687.5,-678),
yVelocity = math.random(595,645),
xScale = 0.16, yScale = 0.16,
group = sceneGroup,
}
)
end
end
这是代码中非常典型的部分,我想通过按键测试来做任何一个球,无论是3或5还是25,如果i = 5且ball:3与测试碰撞口袋碰撞我我想确保打印出所有碰撞。
local function onPocketsCollision ( event)
local self = event.object2.id
local other = event.object1.id
if event.phase == "began" then
for i = 1, #ballTable,1 do
if (self == ballTable[i].id and other == Pocket1.id) then
print(self .. " hit for " .. Pocket1.id)
ballTable[i]:removeSelf()
score.add(1)
end
if (self == ballTable[i].id and other == Pocket2.id) then
print(self .. " hit for " .. Pocket2.id)
ballTable[i]:removeSelf()
score.add(1)
end
if (self == ballTable[i].id and other == Pocket3.id) then
print(self .. " hit for " .. Pocket3.id)
ballTable[i]:removeSelf()
score.add(1)
end
if (self == ballTable[i].id and other == Pocket4.id) then
print(self .. " hit for " .. Pocket4.id)
ballTable[i]:removeSelf()
score.add(1)
end
if (self == ballTable[i].id and other == Pocket5.id) then
print(self .. " hit for " .. Pocket5.id)
ballTable[i]:removeSelf()
score.add(1)
end
if (self == ballTable[i].id and other == Pocket6.id) then
print(self .. " hit " .. Pocket6.id)
ballTable[i]:removeSelf()
score.add(-1)
end
end
end
end
Runtime:addEventListener( "collision", onPocketsCollision )
非常好,它很有效,它只是一个减少它的情况所以它看起来不像废话......我将确保在将来分享代码时要小心一点,必须一直是大便读书......