在下面代码的第6行,我添加了一个Runtime:addEventListener("collision", onCollision)
,但是它正在与一个主体进行交互,如何在这种情况下将碰撞监听器排除在一个对象中“BCloud1.png”
function getRandomStar()
local temp = starTable[math.random(1, #starTable)] -- Get a random star from starTable
local randomStar = display.newImage(temp.imgpath) -- Set image path for object
if ( temp.imgpath == "BCloud1.png" ) then
physics.addBody( randomStar, "static", { density=.1, bounce=.1, friction=.2, radius=45 } )
Runtime:addEventListener("collision", onCollision)
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
end
if ( temp.imgpath == "BCloud2.png" ) then
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
physics.addBody( randomStar, "static", { density=.1, bounce=.1, friction=.2, radius=45 } )
end
if ( temp.imgpath == "BCloud3.png" ) then
temp.imgpath = "BCloud"..tostring(math.random(1, 3))..".png";
physics.addBody( randomStar, "static", { density=.1, bounce=.1, friction=.2, radius=45 } )
end
randomStar.myName = "star" -- Set the name of the object to star
randomStar.movementSpeed = temp.movementSpeed; -- Set how fast the object will move
randomStar.x = math.random(-30, _W);
randomStar.y = -35;
randomStar.rotation = math.random(0,20) -- Rotate the object
starMove = transition.to(randomStar, {
time=randomStar.movementSpeed,
y=500,
onComplete = function(self) self.parent:remove(self); self = nil;
end
}) -- Move the star
end--END getRandomStar()
答案 0 :(得分:1)
如果你想使用
Runtime:addEventListener("collision", onCollision)
并控制什么碰撞什么,然后使用碰撞过滤器。他们看起来要容易得多。
这是我在学习它们时使用的教程。