我有多级游戏,所有对象在关卡之间保持“空”
我的意思是,如果我将物理设置为混合,当我再次进入关卡时,(或其他关卡)它会显示一个框但没有图片。 (物理作用于这些空盒子)
在destroyScene
我已经确定他们都是
myObj:removeSelf()
myObj = nil
我打印一条消息,证明它确实是这样做的。
同样在enterScene的菜单中,以防万一我做
local prior_scene = storyboard.getprevious()
storyboard.purgescene( prior_scene )
并尝试了
storyboard.removeAll()
甚至是
storyboard.purgeOnSceneChange = true
当我进入下一个级别或再次进入同一级别时,没有任何作用,我之前的所有对象仍然在这里,我只是没有得到它
好吧,它会有点长,但在整个关卡。它确实通过了destroyscene但不知何故显示对象没有被移除。-- scene5
----------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local scene5 = storyboard.newScene()
function scene5:createScene( event )
local group = self.view
puppetJColCount = 0
print ("createScene5", puppetJColCount)
-----------------------------------------------------------------------------
-- CREATE display objects and add them to 'group' here.
-- Example use-case: Restore 'group' from previously saved state.
local physics = require("physics")
physics.start()
--physics.setScale(50)
puppetT_outside = false
puppetJ_outside = false
end -- scene -------------------------
-- set and release the catapult for puppetT
function arm_puppetT(event)
if event.phase == "began" then
display.getCurrentStage():setFocus(puppetT)
arming_puppetT = true
elseif event.phase == "moved" then
puppetT.x = event.x
puppetT.y = event.y
elseif event.phase == "ended" then
puppetT:applyLinearImpulse(event.xStart - event.x, event.yStart - event.y, puppetT.x, puppetT.y)
display.getCurrentStage():setFocus(nil)
arming_puppetT = false
end
end -- arm_puppetT ----------------------------------------------------------------------------
function build_puppetT()
-- setup puppetT
puppetT = display.newImage("assets/t-head-57-78.png")
puppetT.x = 80
puppetT.y = 100
physics.addBody(puppetT,"dynamic",{density=1.0, friction =0.3, bounce=0.2})
-- setup catapult event for arming puppetT
puppetT:addEventListener("touch", arm_puppetT)
end -- build_puppetT
function build_puppetJ_wall()
puppetJColCount = puppetJColCount + 1 -- how many columns of puppetJ
puppetJIJ = {} -- define puppetJ as an array
ij = 0
ipuppetJtot = 0
--puppetJColCount = 1
print ("build_puppetJ_wall puppetJColCount>" , puppetJColCount);
for i=1, 4 do
for j=1, puppetJColCount do
ij = ij + 1 -- # of puppetJs on the screen
ipuppetJtot = ipuppetJtot + 1
puppetJIJ = display.newImageRect("assets/j-head-70-75.png",80,75)
puppetJIJ.x = 600 + j*22
puppetJIJ.y = 100 + (puppetJIJ.height /2 * (i -1))
physics.addBody(puppetJIJ,"dynamic",{density=1.0,friction=0.3,bounce=0.2,isSensor=false,radius = var})
end
end
print ("building puppetJs #:" ,ipuppetJtot)
end -- build_puppetJ_wall -------------------------------------------------------------
function every_frame( event )
end -- every_frame --------------------------------------------------------------------
--reset level
function tap_reset_level(event)
puppetT:applyLinearImpulse(0, 0, 0, 0) -- stop the kick
print "restarting physics?"
puppetT:setLinearVelocity( 0, 0 ) -- stop the speed
puppetT.x = 80
puppetT.y = 100
for ij = 1,ipuppetJtot do
if (puppetJIJ) then
puppetJIJ:removeSelf()
puppetJIJ = nil ------
end
end
puppetT:removeSelf()
puppetT = nil
build_puppetJ_wall()
build_puppetT()
puppetT_outside = false
puppetJ_outside = false
-- physics.addBody(puppetT,"dynamic",{density=1.0, friction =0.3, bounce=0.2})
-- puppetT:addEventListener("touch", arm_puppetT)
--physics.start()
end -- tap_reset_level -------------------------------------------------------------------------
function tap_main_menu(event)
print ("going to main menu")
Runtime:removeEventListener("enterFrame", every_frame)
for ij = 1,ipuppetJtot do
if (puppetJIJ) then
puppetJIJ:removeSelf()
puppetJIJ = nil ------
end
end
if (puppetT) then
puppetT:removeSelf()
puppetT = nil
end
-- scene5:exitScene(scene5)
storyboard.gotoScene( "menu" )
end -- tap_main_menu ---------------------------------------------------------------------------------
-- ======================================================================================
-- Called immediately after scene has moved onscreen:
function scene5:enterScene( event )
local group = self.view
-----------------------------------------------------------------------------
-- INSERT code here (e.g. start timers, load audio, start listeners, etc.)
-- group:insert( reset_btn )
-- load background
print ("enterScene scene5 " , puppetJtot)
background = display.newImage("assets/parliament-1200-800.png",0,0)
--create reset level button
reset_btn = display.newImageRect( "assets/btn_reset_128.png", 50,50)
reset_btn.x = 50
reset_btn.y = 50
--create main menu button
main_menu_btn = display.newImageRect( "assets/btn_home_128.png", 50,50)
main_menu_btn.x = 100
main_menu_btn.y = 50
-- show the level
local myText = display.newText( "Level 5", display.contentWidth - 60, 50, "Helvetica", 24 )
myText:setTextColor(255, 255, 255)
-- insert(floor);
floor = display.newRect(20,display.contentHeight - 40,display.contentWidth - 40 ,10)
physics.addBody(floor,"static",{density=1.0, friction =-0.3,bounce=-0.2,isSensor=false})
-- build puppetT
build_puppetT()
print ("width=" , display.contentWidth , "height=",display.contentHeight)
-- setup puppetJs
build_puppetJ_wall()
-- everything happens in everyframe function
Runtime:addEventListener("enterFrame", every_frame)
--add reset event
reset_btn:addEventListener( "tap", tap_reset_level )
--add mainmenu event
main_menu_btn:addEventListener( "tap", tap_main_menu )
end -- scene:enterScene ----------------------------------------------------------------
-- ======================================================================================
-- Called when scene is about to move offscreen:
function scene5:exitScene( event )
local group = self.view
print "scene:exitScene5"
-----------------------------------------------------------------------------
-- INSERT code here (e.g. stop timers, remove listeners, unload sounds, etc.)
end -- exitScene
-- Called prior to the removal of scene's "view" (display group)
function scene5:destroyScene( event )
local group = self.view
Runtime:removeEventListener("enterFrame", every_frame)
puppetJColCount = 0
if (reset_btn) then
print ("destroyScene5 - removing tap_reset_level")
reset_btn:removeEventListener( "tap", tap_reset_level )
reset_btn:removeSelf()
end
reset_btn = nil
if (main_menu_btn) then
main_menu_btn:removeEventListener( "tap", tap_main_menu )
main_menu_btn:removeSelf()
end
main_menu_btn = nil
for ij = 1,ipuppetJtot do
if (puppetJIJ) then
puppetJIJ:removeSelf()
end
puppetJIJ = nil ------
end
if (puppetT) then
puppetT:removeSelf()
end
puppetT = nil
scene5 = nil
end -- destroyScene ------------------------------------------------------------
scene5:addEventListener( "createScene", scene5 )
scene5:addEventListener( "enterScene", scene5 )
scene5:addEventListener( "exitScene", scene5 )
scene5:addEventListener( "destroyScene", scene5 )
---------------------------------------------------------------------------------
return scene5
更新
你好@DevfaR
哈,我已经从头开始用电晕模板重新启动了一些东西:1)如果使用本地组对显示对象进行分组,则exitScene / destroyScene实际上会执行某些操作。它删除了显示组! 不是很明显,因为其中只有一个声明,没有这样的代码
2)为什么我在这个地方有如此多的removeSelf对象的原因是因为没有任何工作。所以我在网络上尝试了很多东西。
3)它之所以不起作用,是因为我将显示对象创建为一个函数。并以某种方式显示组不通过那里。如果我将代码移动到createScene函数中,那么在进入下一个场景时确实会清除它。
问题是..我真的想把我的puppetCreation代码分组! e.g。
function scene:createScene( event )
local group = self.view
local physics = require("physics")
physics.start()
background = display.newImage("assets/bckg.png",0,0)
group:insert(background)
createPuppet1(group)
createPuppet2(group)
end
function createPuppet1(group)
puppet1= display.newImage("assets/puppet1.png",0,0)
group:insert(puppet1)
end
function createPuppet2(group)
puppet2= display.newImage("assets/puppet2.png",0,0)
group:insert(puppet2)
end
我传递了(group)因为createPuppet函数不允许我指定 本地组= self.view
我的电子邮件地址是edualczatebed@gmail.com
谢谢你的帮助
答案 0 :(得分:0)
你的代码中有很多错误,你实现它的方式并不好,因为当你去一个场景,然后切换到另一个场景时,你将destroyScene
上的所有对象与它的监听器一起移除这是不是非常有效,我不能指出是什么导致了问题,因为就像我说你的代码中有很多错误。我觉得你不太明白如何在Corona上使用故事板。为了让您了解如何解决问题,我将为您实现一些代码,以便了解即使您不删除destroyScene
上的对象,也可以通过显示组上的对象删除对象。
local rectangle
local circle
local function nextScene(event)
storyboard.gotoScene( "scene_2", "fade", "500")
end
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
-----------------------------------------------------------------------------
rectangle = display.newRect(100,100,100,100)
rectangle:setFillColor(255,0,0)
rectangle.x = 100
rectangle.y = 100
circle = display.newCircle(100,100,50)
circle.x = 250
circle.y = 100
circle:setFillColor(0,255,0)
--inserting all of your object into display group so that if you destroy the scene the display group will be remove
group:insert(rectangle)
group:insert(circle)
-----------------------------------------------------------------------------
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
-----------------------------------------------------------------------------
rectangle:addEventListener("tap", nextScene)
circle:addEventListener("tap", nextScene)
-----------------------------------------------------------------------------
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
local group = self.view
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
end
你可以看到我创建了2个对象矩形和圆形我创建了对象后将其插入到组然后在enterScene
我添加了一个点击监听器,如果我点击该对象,它将转到第二个场景。请注意,当我转到scene_2时,我没有费心去除destroyScene
上的对象和监听器,因为当我更改场景时将对象插入显示组时,它将始终删除对象。因此,在移动到下一个场景后,您可以清除最后一个场景或完全删除它,这样当您返回到该场景时,它将重新创建该对象。
希望这可以帮助您解决问题