我收到此错误:尝试索引?零值
在更新功能的开头。可能是什么原因?
--Create drop
local createDrop=function()
drop = display.newImage("drop.png")
drop.x=math.random(drop.width, W-drop.width); drop.y=-50
drop.type="drop"
drops:insert(drop)
physics.addBody(drop)
print(drops.numChildren)
end
local dropTimer = timer.performWithDelay ( 1000, createDrop, 0)
--Remove the drops that is out of screen
local function update()
for i=1,drops.numChildren do
if(drops[i].y>H) then
drops[i]:removeSelf()
drops[i] = nil
end
end
end
--Runtime:addEventListener("enterFrame", function() print(drop.y) end) --to check if the drop that is out off screen is removed.
Runtime:addEventListener("enterFrame", update)
答案 0 :(得分:2)
错误来自您的运行时它尝试删除已经删除的对象并且运行时继续运行。你试图删除一个到达屏幕边界的对象你可以参考这个代码如果这是你想要做的我在这里删除了drop组/表因为我认为没有必要
local physics = require("physics")
physics.start()
local W = display.contentWidth
local H = display.contentHeight
local createDrop=function()
local drop = display.newImage("drop.png")
drop.x=math.random(drop.width, W-drop.width); drop.y=-50
drop.type="drop"
physics.addBody(drop)
local function update()
if(drop.y > H) then
drop:removeSelf()
drop = nil
print("remove drop")
Runtime:removeEventListener("enterFrame", update)
end
end
Runtime:addEventListener("enterFrame", update)
end
local dropTimer = timer.performWithDelay ( 1000, createDrop, 0)
答案 1 :(得分:2)
如果您只想在对象到达>H
时删除它,请对该对象使用碰撞。
它比enterFrame
便宜得多,你不需要在表中插入对象,它比enterFrame
中的for循环要快得多。我会说更有效率。
--[[
This is the sensor that will collide to your "drop" object and it will automatically remove
itself upon collision.
It is positioned in y = H+10
]]
local removeSensorPoint = display.newRect(0,H+10,W,2)
removeSensorPoint.alpha = 0
removeSensorPoint.type = "removeSensor"
physics.addBody(removeSensorPoint,"static",{isSensor = true})
local createDrop = function()
drop = display.newImage("drop.png")
drop.x = math.random(drop.width, W-drop.width); drop.y=-50
drop.type = "drop"
physics.addBody(drop)
drop.collision = function(self,event)
if event.phase == "began" and event.other.type == "removeSensor" then
event.target:removeSelf()
end
end
drop:addEventListener("collision")
print(drops.numChildren)
end
答案 2 :(得分:0)
我是以另一种方式做的。这将确保每次屏幕掉落都会被删除:
W = display.contentWidth
H = display.contentHeight
local drops = display.newGroup()
local physics = require "physics"
physics.start()
local drop = {}
local dropIndex = 0
local function createDrop()
dropIndex = dropIndex + 1
drop[dropIndex] = display.newImage("drop.png")
drop[dropIndex].x=math.random(drop[dropIndex].width, W-drop[dropIndex].width)
drop[dropIndex].y=-50
drop[dropIndex].type="drop"
drops:insert(drop[dropIndex])
physics.addBody(drop[dropIndex])
-- print(drops.numChildren)
end
local dropTimer = timer.performWithDelay ( 1000, createDrop, 0)
local function update()
for i=1,#drop do
if(drop[i] ~=nil and drop[i].y >= H)then
drop[i]:removeSelf()
drop[i] = nil
print("removed... drop["..i.."]")
end
end
end
timer.performWithDelay ( 10, update, 0) -- you can also use enterFrame event instead
保持编码.............:)