基本上,我有一个水平移动的图像表,当我更改它停留在那里的场景时,即使我没有调用它。就像在,在offlinemode.lua中没有代码。我认为由于某种原因,这是一个全球因素..
这是main.lua:
local storyboard = require "storyboard"
local options =
{
effect = "slideLeft",
time = 800
}
storyboard.gotoScene( ".Lua.MainMenu", options )
This MainMenu.lua
--//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--/////// Unamed game (so far) main.lua is GUI/MENU
-- //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////
--implements the storybord then deletes it upon completeion--
local storyboard = require "storyboard"
storyboard.purgeOnSceneChange = true
--You may began now-- (incorrectly speeleed corrctly)
local scene = storyboard.newScene()
--makes a container for the background--
-- createScene event simply creates a background image
function scene:createScene( event )
local bg = display.newImage( self.view, "background.png" )
end
scene:addEventListener( "createScene" )
--end of aking a container for the background--
--disables the status bar--
display.setStatusBar( display.HiddenStatusBar )
--end of disabling of status bar--
--Returns Screen Width and Screen Height--
_W = display.contentWidth;
_H = display.contentHeight;
--end of returning screen width and height--
--////////////////////////////////////////////////end of the background\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\--
--**********************************************************************************************************************--
--////////////////////////////////////////////////Menu Buttons\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\--
--Set up a local container for the buttons--
local widget = require( "widget" )
local PlayBtn
local function onPlayBtnRelease()
-- go to level1.lua scene
storyboard.gotoScene( ".Lua.offlinemode", "slideLeft", 500 )
display.remove(initstar)
return true -- indicates successful touch
end
local PlayBtn = widget.newButton
{
left = 160,
top = 80,
label = "Offline",
labelAlign = "center",
font = "Arial",
fontSize = 18,
labelColor = { default = {0,0,0}, over = {255,255,255} },
onRelease = onPlayBtnRelease
}
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
--********************************************************************************************************************--
--///////////////////////////////////////Setting up background\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\--
--set up the table to store the clouds in--
local starTable = {}
--end of the table to store the clouds in--
--creates three containers with a picture of a cloud--
function initStar()
local star1 = {}
star1.imgpath = "/images/Cloud1.png"; --Set Image Path for Star
star1.movementSpeed = 10000; --Determines the movement speed of star
table.insert(starTable, star1); --Insert Star into starTable
local star2 = {}
star2.imgpath = "/images/cloud2.png";
star2.movementSpeed = 12000;
table.insert(starTable, star2);
local star3 = {}
star3.imgpath = "/images/cloud3.png";
star3.movementSpeed = 14000;
table.insert(starTable, star3);
end
--ends the function--
--Gets random stars from the table, positioning them randomly--
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
randomStar.myName = "star" -- Set the name of the object to star
randomStar.movementSpeed = temp.movementSpeed; -- Set how fast the object will move
randomStar.y = math.random(10,_H) -- Set starting point of star at a random X position
randomStar.x = -40; -- Start the star off screenm
starMove = transition.to(randomStar, { --Move the Clouds
time=randomStar.movementSpeed, --sets the speed relative to it's lifetime
onComplete = function(self) self.parent:remove(self); self = nil; end, -- removes itself
x=500 --speed of ?
}) -- Move the Clouds
end
--The end of this function--
--Starts the timer before the Clouds "spawn"--
function startGame()
starTimer1 = timer.performWithDelay(1070,getRandomStar, 0)
starTimer2 = timer.performWithDelay(2030,getRandomStar, 0)
starTimer3 = timer.performWithDelay(2070,getRandomStar, 0)
end
--ends the function--
initStar()
startGame()
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched whenever before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
function scene:didExitScene( event )
storyboard.purgeScene( "scene1" )
end
scene:addEventListener( "didExitScene" )
return scene
--end the Online function--
最后是offlinemode.lua:
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
local background = display.newImage("background.png")
local image = display.newImage("/images/ButtonStartOffline.png")
function scene:createScene( event )
end
function scene:enterScene( event )
end
function scene:exitScene( event )
end
function scene:destroyScene( event )
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
return scene
如果有效,请告诉我为什么它不适合我..
答案 0 :(得分:1)
你应该把图像放到createScene
或enterScene
的显示组中,所以当你去另一个场景时,它会删除那个场景中的所有图像,这里是它的实现看到的代码
function scene:createScene( event )
local group = self.view
--/////////////////////Setting up background\\\\\\\\\\\\\\\\\\--
--set up the table to store the clouds in--
local starTable = {}
--end of the table to store the clouds in--
--creates three containers with a picture of a cloud--
function initStar()
local star1 = {}
star1.imgpath = "/images/Cloud1.png"; --Set Image Path for Star
star1.movementSpeed = 10000; --Determines the movement speed of star
table.insert(starTable, star1); --Insert Star into starTable
local star2 = {}
star2.imgpath = "/images/cloud2.png";
star2.movementSpeed = 12000;
table.insert(starTable, star2);
local star3 = {}
star3.imgpath = "/images/cloud3.png";
star3.movementSpeed = 14000;
table.insert(starTable, star3);
end
--ends the function--
--Gets random stars from the table, positioning them randomly--
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
randomStar.myName = "star" -- Set the name of the object to star
randomStar.movementSpeed = temp.movementSpeed; -- Set how fast the object will move
randomStar.y = math.random(10,_H) -- Set starting point of star at a random X position
randomStar.x = -40; -- Start the star off screenm
group:insert(randomStart) **-- inserting random star into Group**
starMove = transition.to(randomStar, { --Move the Clouds
time=randomStar.movementSpeed, --sets the speed relative to it's lifetime
onComplete = function(self) self.parent:remove(self); self = nil; end, -- removes itself
x=500 --speed of ?
}) -- Move the Clouds
end
--The end of this function--
--Starts the timer before the Clouds "spawn"--
function startGame()
starTimer1 = timer.performWithDelay(1070,getRandomStar, 0)
starTimer2 = timer.performWithDelay(2030,getRandomStar, 0)
starTimer3 = timer.performWithDelay(2070,getRandomStar, 0)
end
--ends the function--
initStar()
startGame()
end
答案 1 :(得分:0)
您可以尝试将“randomStar.y = -100”添加到新场景中,但这不会删除它们,但会将它们排除在外。
答案 2 :(得分:0)
scene:addEventListener( "didExitScene")
应该是:
scene:addEventListener( "didExitScene", scene )
在第一个代码段的最后一部分