将Corona SDK中的图块加入到Breakout游戏网格的一个单词中?

时间:2016-07-20 14:44:02

标签: matrix lua corona breakout

我有一个重新实施Breakout的游戏项目。我想在一行上显示两个单词,每个单词。它们由砖块连接在一起。在里面,顶行是第一个名称,左对齐。底线是姓氏,右对齐。它们是从文本框输入的,如下所示呈现:

As described above

每过一步,屏幕就会向网格添加一个可配置数量的砖块(例如,每秒五块砖块),直到两个单词看起来完整。我显示了一个由矩阵(0,1)创建的字母表。

......但我不知道如何将它们合并为一个词。 我如何加入这些信件?

这是我到目前为止所得到的:

Bricks.lua

local Bricks = display.newGroup() -- static object
local Events = require("Events")
local Levels = require("Levels")
local sound = require("Sound")
local physics = require("physics")
local Sprites = require("Sprites")
local Func = require("Func")


local brickSpriteData = 
{
    {
        name = "brick",
        frames = {Sprites.brick}
    },

    {
        name = "brick2",
        frames = {Sprites.brick2}
    },

    {
        name = "brick3",
        frames = {Sprites.brick3}
    },

}

-- animation table
local brickAnimations = {}

Sprites:CreateAnimationTable
{
    spriteData = brickSpriteData,
    animationTable = brickAnimations
}

-- get size from temp object for later use
local tempBrick = display.newImage('red_apple_20.png',300,500)
--local tempBrick = display.newImage('cheryGreen2.png',300,500)
local brickSize =
{
    width = tempBrick.width, 
    height = tempBrick.height
}
--tempBrick:removeSelf( )


----------------
-- Rubble -- needs to be moved to its own file
----------------

local rubbleSpriteData =
{
    {
        name = "rubble1",
        frames = {Sprites.rubble1}
    },

    {
        name = "rubble2",
        frames = {Sprites.rubble2}
    },

    {
        name = "rubble3",
        frames = {Sprites.rubble3}
    },

    {
        name = "rubble4",
        frames = {Sprites.rubble4}
    },

    {
        name = "rubble5",
        frames = {Sprites.rubble5}
    },

}

local rubbleAnimations = {}
Sprites:CreateAnimationTable
{
    spriteData = rubbleSpriteData,
    animationTable = rubbleAnimations
}

local totalBricksBroken = 0 -- used to track when level is complete
local totalBricksAtStart = 0

-- contains all brick objects
local bricks = {}


local function CreateBrick(data)

    -- random brick sprite
    local obj = display.newImage('red_apple_20.png')
    local objGreen = display.newImage('cheryGreen2.png')
    obj.name = "brick"
    obj.x = data.x --or display.contentCenterX
    obj.y = data.y --or 1000
    obj.brickType = data.brickType or 1
    obj.index = data.index

    function obj:Break()

        totalBricksBroken =  totalBricksBroken + 1
        bricks[self.index] = nil
        obj:removeSelf( )
        sound.play(sound.breakBrick)

    end

    function obj:Update()
        if(self == nil) then
            return
        end 

        if(self.y > display.contentHeight - 20) then
            obj:Break()
        end 
    end 
    if(obj.brickType ==1) then
        physics.addBody( obj, "static", {friction=0.5, bounce=0.5 } )
    elseif(obj.brickType == 2) then
        physics.addBody( objGreen,"static",{friction=0.2, bounce=0.5, density = 1 } )
    end 

    return obj
end

local currentLevel = testLevel
-- create level from bricks defined in an object
-- this allows for levels to be designed
local function CreateBricksFromTable(level)

    totalBricksAtStart = 0
    local activeBricksCount = 0
    for yi=1, #level.bricks do
        for xi=1, #level.bricks[yi] do
            -- create brick?
            if(level.bricks[yi][xi] > 0) then
                local xPos
                local yPos
                if(level.align == "center") then
                    --1100-((99*16)*0.5)
                    xPos = display.contentCenterX- ((level.columns * brickSize.width) * 0.5/3) + ((xi-1) * level.xSpace)--display.contentCenterX 
                    --xPos = 300 +(xi * level.xSpace)
                    yPos = 100 + (yi * level.ySpace)--100
                else
                    xPos = level.xStart + (xi * level.xSpace)
                    yPos = level.yStart + (yi * level.ySpace)
                end

                local brickData = 
                {
                    x = xPos,
                    y = yPos,
                    brickType = level.bricks[yi][xi],
                    index = activeBricksCount+1
                }
                bricks[activeBricksCount+1] = CreateBrick(brickData)

                activeBricksCount = activeBricksCount + 1

            end

        end 

    end

    totalBricks = activeBricksCount
    totalBricksAtStart = activeBricksCount


end

-- create bricks for level --> set from above functions, change function to change brick build type
local CreateAllBricks = CreateBricksFromTable
-- called by a timer so I can pass arguments to CreateAllBricks
local function CreateAllBricksTimerCall()
    CreateAllBricks(Levels.currentLevel)
end 
-- remove all brick objects from memory
local function ClearBricks()

    for i=1, #bricks do
        bricks[i] = nil
    end

end
-- stuff run on enterFrame event
function Bricks:Update()

-- update individual bricks
    if(totalBricksAtStart > 0) then
        for i=1, totalBricksAtStart do
            -- brick exists?
            if(bricks[i]) then
                bricks[i]:Update()
            end 
        end 
    end
    -- is level over?
    if(totalBricksBroken == totalBricks) then
        Events.allBricksBroken:Dispatch()
    end

end
----------------
-- Events
----------------
function Bricks:allBricksBroken(event)
    -- cleanup bricks
    ClearBricks()
    local t = timer.performWithDelay( 1000, CreateAllBricksTimerCall)
    --CreateAllBricks()
    totalBricksBroken = 0       

    -- play happy sound for player to enjoy
    sound.play(sound.win)

    print("You Win!")
end
Events.allBricksBroken:AddObject(Bricks)
CreateAllBricks(Levels.currentLevel)
return Bricks

Levels.lua

local Events = require("Events")
local Levels = {}
local function MakeLevel(data)
    local level = {}
    level.xStart = data.xStart or 100
    level.yStart = data.yStart or 100
    level.xSpace = data.xSpace or 23
    level.ySpace = data.ySpace or 23
    level.align = data.align or "center"
    level.columns = data.columns or #data.bricks[1]
    level.bricks = data.bricks --> required
    return level
end
Levels.test4 = MakeLevel
{
    bricks =
    {
        {0,2,0,0,2,0,0,2,0},
        {0,0,2,0,2,0,2,0,0},
        {0,0,0,0,2,0,0,0,0},
        {1,1,2,1,1,1,2,1,1},
        {0,0,0,0,1,0,0,0,0},
        {0,0,0,0,1,0,0,0,0},
        {0,0,0,0,1,0,0,0,0},
    }
}

Levels.test5 = MakeLevel
{
    bricks =
    {       
                    {0,0,0,1,0,0,0,0},
                     {0,0,1,0,1,0,0,0},
                     {0,0,1,0,1,0,0,0},
                     {0,1,0,0,0,1,0,0},
                     {0,1,1,1,1,1,0,0},
                     {1,0,0,0,0,0,1,0},
                     {1,0,0,0,0,0,1,0},
                     {1,0,0,0,0,0,1,0},
                     {1,0,0,0,0,0,1,0}
    }
}
-- Levels.test6 = MakeLevel2
-- {
--  bricks =
--  {
----A         "a" = {{0,0,0,1,0,0,0,0},
--                   {0,0,1,0,1,0,0,0},
--                   {0,0,1,0,1,0,0,0},
--                   {0,1,0,0,0,1,0,0},
--                   {0,1,1,1,1,1,0,0},
--                   {1,0,0,0,0,0,1,0},
--                   {1,0,0,0,0,0,1,0},
--                   {1,0,0,0,0,0,1,0},
--                   {1,0,0,0,0,0,1,0}},
----B
--            "b" = {{1,1,1,1,0,0,0},
--                   {1,0,0,0,1,0,0},
--                   {1,0,0,0,1,0,0},
--                   {1,0,0,0,1,0,0},
--                   {1,1,1,1,0,0,0},
--                   {1,0,0,0,1,0,0},
--                   {1,0,0,0,0,1,0},
--                   {1,0,0,0,0,1,0},
--                   {1,1,1,1,1,0,0}},
--...........
--.......
--...
-- --Z
--             "z"= {{1,1,1,1,1,1,1,0},
--                   {0,0,0,0,0,1,0,0},
--                   {0,0,0,0,1,0,0,0},
--                   {0,0,0,0,1,0,0,0},
--                   {0,0,0,1,0,0,0,0},
--                   {0,0,1,0,0,0,0,0},
--                   {0,0,1,0,0,0,0,0},
--                   {0,1,0,0,0,0,0,0},
--                   {1,1,1,1,1,1,1,0}} 
--  }
-- }
-- stores all levels in ordered table so that one can be selected randomly by index
Levels.levels = 
{
    --Levels.test4,
     Levels.test5
    -- Levels.test6,
}
function Levels:GetRandomLevel()
    return self.levels[math.random(#Levels.levels)]
end
Levels.notPlayedYet = {}
Levels.currentLevel = Levels:GetRandomLevel()
-- Events
function Levels:allBricksBroken(event)
    self.currentLevel = Levels:GetRandomLevel()
end
Events.allBricksBroken:AddObject(Levels)
return Levels

我到目前为止所完成的工作(与上述相同)作为外部下载:http://www.mediafire.com/download/1t89ftkbznkn184/Breakout2.rar

2 个答案:

答案 0 :(得分:4)

为了实际回答这个问题:

我不是100%肯定你的意思是“我怎么能加入这些信件”,但是从我猜测的代码开始,所以请澄清它是否准确,或者我错了什么你想要的。

场景1

您尚未成功获得屏幕截图中显示的图片 - 您已经能够绘制一个字母,但不能绘制多个字母。

在这种情况下,您需要更好地了解代码的作用。 CreateBricksFromTable函数接受一个Level对象,该对象由MakeLevel函数从具有bricks属性的表创建,该属性是一个表的表,表示包含列的行,显示每个位置应该是什么类型的砖。在注释掉的级别中,您创建了一个表格,其中bricks字段包含每个字母的字段,但MakeLevel函数仍需要一个直接包含网格的bricks字段块。您将不得不 - 正如您尝试的那样 - 创建一个MakeWordLevel函数(或类似函数)来获取此字母列表,并为每一行创建一个单词,并通过将相应的字母复制到其中来构造更大的网格。

StackOverflow不是您的编程导师,SO问题不是让人们为您编写代码或逐步了解如何执行此操作的正确论坛,但我会给您一个基本的大纲。你的功能看起来像这样:

local function MakeWordLevel(data, line1, line2)
    local level = {}
    ...
    return level
end

然后必须:

  • 填充MakeLevel所做的所有相同属性
  • 计算所有字母的级别(level.columns)的宽度(<{li}>)
  • 以与bricks属性相同的格式创建一个表格,但大小足以容纳所有字母
  • 浏览输入字符串(line1line2),从现在的test6数组中找到正确的字母数据,并将该数据复制到大表中
  • 将该表格指定为level.bricks

这个问题已经超出了what StackOverflow is intended for,因为它询问如何实现一个功能而不是实现一个小的,特定的编程任务,所以任何进一步的后续工作都应该发生在一个聊天室 - 也许Hello World房间会有所帮助。

场景2:

这是我最初的猜测,但在考虑并阅读过去的编辑后,我怀疑这是在回答正确的问题

你可能想要一个坚实的“背景”,例如,红色的块,围绕你的字母,并使字段成为一个坚实的“墙”,名称为不同的颜色。你可能希望这些砖块一次慢慢显示出来。

在这种情况下,您需要做的主要事情是跟踪砖块名称“采取”的空间。有很多方法可以做到这一点,但我会从一个矩阵开始跟踪它 - 与最终的比赛场地一样大 - 充满0。然后,当您为名称添加砖块时,根据该块的坐标在该矩阵的x,y位置设置1。

当你想要填充背景时,每次在坐标处添加一个块时,在尝试添加一个块之前检查“take”矩阵 - 如果它被采用(1),那么只需跳过它并移动到下一个坐标。

如果您按顺序填充背景块(例如,从左到右,从上到下),或者您想要随机添加它们,则此方法有效。随机,您还需要不断更新“拍摄”矩阵,这样就不会尝试添加两次。

然而,随机填写会出现自己的问题 - 随着时间的推移,它会花费更长的时间来填充,因为它会找到越来越多的“拍摄”块并且必须选择一个新块。当然,有这样的解决方案,但是当我不知道那是否是你想要的时候,我不会走得那么远。

答案 1 :(得分:2)

我并不真正了解(或者就此而言)你的代码,但从我看到的将它们加入到完整的单词中很容易。你有两种可能性。

您可以将它们直接“渲染”到关卡/显示数据中,只需将它们复制到适当的位置,如下所示:

-- The level data.
local level = {}

-- Create the level data.
for row = 1, 25, 1 do
    local rowData = {}

    for column = 1, 80, 1 do
        rowData[column] = "."
    end

    level[row] = rowData
end

-- Now let us setup the letters.
local letters = {
    A = {
        {".",".",".","#",".",".",".","."},
        {".",".","#",".","#",".",".","."},
        {".",".","#",".","#",".",".","."},
        {".","#",".",".",".","#",".","."},
        {".","#","#","#","#","#",".","."},
        {"#",".",".",".",".",".","#","."},
        {"#",".",".",".",".",".","#","."},
        {"#",".",".",".",".",".","#","."},
        {"#",".",".",".",".",".","#","."}
    },
    B = {
        {"#","#","#","#",".",".","."},
        {"#",".",".",".","#",".","."},
        {"#",".",".",".","#",".","."},
        {"#",".",".",".","#",".","."},
        {"#","#","#","#",".",".","."},
        {"#",".",".",".","#",".","."},
        {"#",".",".",".",".","#","."},
        {"#",".",".",".",".","#","."},
        {"#","#","#","#","#",".","."}
    }
}

-- The string to print.
local text = "ABBA"

-- Let us insert the data into the level data.
for index = 1, #text, 1 do
    local char = string.sub(text, index, index)
    local charData = letters[char]

    local offset = index * 7

    for row = 1, 9, 1 do
        local rowData = charData[row]

        for column = 1, 7, 1 do
            level[row][offset + column] = rowData[column]
        end
    end
end

-- Print everything
for row = 1, 25, 1 do
    local rowData = level[row]

    for column = 1, 80, 1 do
        io.write(rowData[column])
    end
    print()

end

您将字母保存在查找表中,然后将它们逐个复制到级别数据中。在这里,我用点和数字符号替换数字,使其在命令行上更漂亮。

或者,您也可以将单词“渲染”到准备好的缓冲区中,然后使用相同的逻辑将其插入到关卡数据中。