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。
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 和 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