在Corona中正确执行功能?

时间:2012-05-18 12:46:20

标签: function corona

所以我现在已经尝试了几天来解决这个问题。我正在用Corona制作一种简单的块代码游戏,我无法让播放按钮的功能按顺序实际播放。我有九个不同的盒子,它们应该一个接一个地播放它们的动作,但相反,一切都在一个功能的一大块中一起播放。 它的代码有点长,因为它应该检测哪个块功能是什么或不存在。

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

-----button image------

local play = display.newImage ("GoButton.png")
    play.x = display.contentWidth /2 - 140
    play.y = display.contentHeight /2 + 20

------later used Variables---

local b1 = 0
local b2 = 0
local b3 = 0
local b4 = 0
local b5 = 0
local b6 = 0
local b7 = 0
local b8 = 0
local b9 = 0

-----Play button code-----


function play:tap ( event ) 


function play1 ()
-------------------------Box 1------------------------------------------
    if b1 == 0 then
        Mascot.alpha = 1
        end

    if b1 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b1 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b1 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b1 == 4 then
        Mascot.alpha = 0.5
    end

    if b1 == 5 then
            Mascot.xScale = -1
        end
    end


function play2 ()
-------------------------Box 2------------------------------------------
    if b2 == 0 then
        Mascot.alpha = 1
        end

    if b2 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b2 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b2 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b2 == 4 then
        Mascot.alpha = 0.5
    end

    if b2 == 5 then
            Mascot.xScale = -1
        end


end
timer.performWithDelay( 5000, play2)

function play3 ()
-------------------------Box 3------------------------------------------
    if b3 == 0 then
        Mascot.alpha = 1
        end

    if b3 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b3 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b3 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b3 == 4 then
        Mascot.alpha = 0.5
    end

    if b3 == 5 then
            Mascot.xScale = 1
        end
end
timer.performWithDelay( 5000, play3)

function play4 ()
-------------------------Box 4------------------------------------------
    if b4 == 0 then
        Mascot.alpha = 1
        end

    if b4 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b4 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b4 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b4 == 4 then
        Mascot.alpha = 0.5
    end

    if b4 == 5 then
            Mascot.xScale = -1
        end

end
timer.performWithDelay( 5000, play4)

function play5 ()
-------------------------Box 5------------------------------------------
    if b5 == 0 then
        Mascot.alpha = 1
        end

    if b5 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b5 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b5 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b5 == 4 then
        Mascot.alpha = 0.5
    end

    if b5 == 5 then
            Mascot.xScale = -1
        end

end
timer.performWithDelay( 5000, play5)

function play6 ()
-------------------------Box 6------------------------------------------
    if b6 == 0 then
        Mascot.alpha = 1
        end

    if b6 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b6 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b6 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b6 == 4 then
        Mascot.alpha = 0.5
    end

    if b6 == 5 then
            Mascot.xScale = -1
        end
end
timer.performWithDelay( 5000, play6)

function play7 ()
-------------------------Box 7------------------------------------------
    if b7 == 0 then
        Mascot.alpha = 1
        end

    if b7 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b7 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b7 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b7 == 4 then
        Mascot.alpha = 0.5
    end

    if b7 == 5 then
            Mascot.xScale = -1
        end

end
timer.performWithDelay( 5000, play7)

function play8 ()
-------------------------Box 8------------------------------------------
    if b8 == 0 then
        Mascot.alpha = 1
        end

    if b8 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b8 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b8 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b8 == 4 then
        Mascot.alpha = 0.5
    end

    if b8 == 5 then
            Mascot.xScale = -1
        end
end
timer.performWithDelay( 5000, play8)

function play9 ()
-------------------------Box 9------------------------------------------
    if b9 == 0 then
        Mascot.alpha = 1
        end

    if b9 == 1 then
        Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
        end

    if b9 == 2 then
        Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
    end

    if b9 == 3 then 
        Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
    end

    if b9 == 4 then
        Mascot.alpha = 0.5
    end

    if b9 == 5 then
            Mascot.xScale = -1
        end 

 b1 = 0
 b2 = 0
 b3 = 0
 b4 = 0
 b5 = 0
 b6 = 0
 b7 = 0
 b8 = 0
 b9 = 0

    if walk == 1 then
        walkSpawn:removeSelf()
        walk = 0
    end

    if attack == 1 then
        attackSpawn:removeSelf()
        attack = 0
    end

    if jump == 1 then
        jumpSpawn:removeSelf()
        jump = 0
    end

    if flip == 1 then
        flipSpawn:removeSelf()
        flip = 0
    end

    if face == 1 then
        faceSpawn:removeSelf()
        face = 0
    end

end
timer.performWithDelay( 5000, play9)

print ("derp")

Runtime:addEventListener("enterFrame", play1)
Runtime:addEventListener("enterFrame", play2)
Runtime:addEventListener("enterFrame", play3)
Runtime:addEventListener("enterFrame", play4)
Runtime:addEventListener("enterFrame", play5)
Runtime:addEventListener("enterFrame", play6)
Runtime:addEventListener("enterFrame", play7)
Runtime:addEventListener("enterFrame", play8)
Runtime:addEventListener("enterFrame", play9)

end

play:addEventListener("tap", play)


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

如果有人能提供帮助,那将是一个巨大的帮助,谢谢。

1 个答案:

答案 0 :(得分:1)

确定!首先,我不认为您理解“enterFrame”监听器的作用。 添加代码时

Runtime:addEventListener("enterFrame", play1)

对于游戏的每个帧(每秒执行约30帧),执行函数play1。在上面的代码中,您添加了一个“enterFrame”侦听器 FOR EACH FUNCTION ON EVERY TAP EVENT 。因此,每个帧都会多次调用每个函数。除非我非常误,否则这可能不是你想要的。

因为您已经使用

调用了这些函数
timer.performWithDelay( 5000, play<n>)

您应该删除Enterframe侦听器。

你到底想要达到什么目的?如果您可以更具体,那么帮助您会更容易