我有一个事件监听器分配给一个对象。然后,这会触发startDrag
功能。我正在拖动游戏中移动我的角色。但是只要我滚动或移动显示器,我的拖动功能就会搞砸了。它没有做出反应,对象(event.target
)根本无法控制。
有没有其他人有这种经历?
这是一个电晕虫吗?
我该如何解决这个问题?
我可以在滚动时暂时禁用startDrag
事件侦听器吗?或者重启它?
非常感谢所有帮助。
这是代码......
local physics = require( "physics" )
physics.start()
physics.setContinuous( false )
display.setStatusBar( display.HiddenStatusBar )
physics.setScale( 60 )
physics.setDrawMode( "hybrid" )
local height = display.contentHeight
local width = display.contentWidth
local allElements = display.newGroup()
local texsGroup = display.newGroup()
local backGround = display.newRect(0,0-height,width,2*height)
backGround:setFillColor(91,91,91)
backGround:toBack()
local wallBottom = display.newRect(texsGroup, 0,height-20,width,20)
physics.addBody(wallBottom, "static", { density=5, friction=0.5, bounce=0.3 } )
local tex = {}
local numberRips = 60
local texSize = {
-- w: texwidth, h: texheight, s: strength required
{w=30, h=20, s=1},
{w=20, h=10, s=1.5},
{w=10, h=10, s=2},
}
local r
local lim = display.newGroup()
local function createRips()
local originX = 0
local originY = height -75
for i=0,numberRips do
r = math.random(3)
local x = originX + math.random(width)
local y = originY - math.random(2*height)
tex[i] = display.newRect(lim, x, y, texSize[r].w, texSize[r].h)
tex[i].status = "active"
tex[i].size = texSize[r].s
if (r == 1) then
tex[i]:setFillColor(51,255,0)
elseif (r == 2) then
tex[i]:setFillColor(255,51,51)
elseif (r == 3) then
tex[i]:setFillColor(51,51,255)
end
end
end
createRips()
local w, h, r = width/2, height - 265, 12
local L = display.newCircle(w-115,h+29,r)
local buttonRadius = 35
local button3 = display.newCircle((L.x),(L.y),buttonRadius)
button3.myName = "L"
allElements:insert(button3)
allElements:insert(lim)
allElements:insert(L)
local d, f, b = 15, 1, 0.15
physics.addBody(L, "dynamic", { density=d, friction=f, bounce=b, radius=r } )
button3.isVisible = false
button3.isHitTestable = true
physics.addBody( button3, "static", { density=1, radius=buttonRadius } )
local function addFrictionJoint(a, b, posX, posY, lowerAngle, upperAngle, mT)
local j = physics.newJoint ( "pivot", a, b, posX, posY, rFrom, rTo)
j.isLimitEnabled = true
j:setRotationLimits (lowerAngle, upperAngle)
return j
end
-- JOINTS
addFrictionJoint( button3, L, L.x, L.y, 0, 0 )
local function startDrag( event, params )
local body = event.target
local phase = event.phase
local stage = display.getCurrentStage()
local direction = event.direction
if "began" == phase then
stage:setFocus( body, event.id )
body.isFocus = true
event.target.bodyType = "dynamic"
-- Create a temporary touch joint and store it in the object for later reference
if params and params.center then
-- drag the body from its center point
body.tempJoint = physics.newJoint( "touch", body, body.x, body.y )
else
-- drag the body from the point where it was touched
body.tempJoint = physics.newJoint( "touch", body, event.x, event.y )
end
--body.tempJoint.maxForce = 0.25*body.tempJoint.maxForce
-- Apply optional joint parameters
if params then
local maxForce, frequency, dampingRatio
if params.maxForce then
-- Internal default is (1000 * mass), so set this fairly high if setting manually
body.tempJoint.maxForce = params.maxForce
end
if params.frequency then
-- This is the response speed of the elastic joint: higher numbers = less lag/bounce
body.tempJoint.frequency = params.frequency
end
if params.dampingRatio then
-- Possible values: 0 (no damping) to 1.0 (critical damping)
body.tempJoint.dampingRatio = params.dampingRatio
end
end
elseif body.isFocus then
if "moved" == phase then
-- Update the joint to track the touch
body.tempJoint:setTarget( event.x, event.y )
elseif "ended" == phase or "cancelled" == phase then
stage:setFocus( body, nil )
body.isFocus = false
-- Remove the joint when the touch ends
body.tempJoint:removeSelf()
body.bodyType = "static"
end
end
-- Stop further propagation of touch event
return true
end
function moveCamera(e)
if button3.y < -lim.y + 300 then
allElements.y = -(button3.y - 300)
end
end
Runtime:addEventListener("enterFrame", moveCamera)
button3:addEventListener( "touch", startDrag )
答案 0 :(得分:0)
滚动屏幕时,触摸事件和物理对象位于不同的坐标系中。请参见localToContent / globalToContent