一周后我终于能够在改变场景时移除物体,但现在我遇到了一个新问题。每当我改变场景并回到游戏屏幕时,激光和导弹的速度每次都会增加(可能两次?)。我怎样才能重置速度? 我甚至添加了另一个" gameStatus"变量来删除事件监听器并尝试打印它,但游戏状态从未实际返回"结束",它总是"运行"。这是gameScene屏幕,一切都在发生
local composer = require( "composer" )
local scene = composer.newScene()
local physics = require( "physics" )
physics.start()
local image, text1
local function onSceneTouch( self, event )
if event.phase == "began" then
composer.gotoScene( "startScreen", "fade", 400 )
return true
end
end
function scene:create( event )
local sceneGroup = self.view
-- Variable
---------------------------------------
sW = display.contentWidth
sH = display.contentHeight
-- trying to reset gameStatus on restart
gameStatus = "ended"
gameStatus = "running"
--------------------------------------------------------
backgroundTiles = {}
drawBackground = function()
cieling = display.newRect( 0, 0, 2 * sW, sH * 0.05)
physics.addBody( cieling, "static", { density=0, friction=0, bounce=0 } )
cieling.x, cieling.y = cieling.contentWidth / 4, cieling.contentHeight * 0.25
cieling.alpha = 0
cieling.name = "ceiling"
ground = display.newRect( 0, sH, 2 * sW, sH * 0.05)
physics.addBody( ground, "static", { density=3, friction=1, bounce=0.1 } )
ground.x, ground.y = ground.contentWidth / 4, sH - ground.contentHeight * 0.25
ground.alpha = 0
ground.name = "ground"
end
drawBackground()
--------------------------------------------------------
--------------------------------------------------------
drawBird = function()
bird = display.newImageRect( "a/img/hero/hero.png", 80, 58)
bird.x, bird.y = 0 - sW * 0.1, ground.y - ground.contentHeight - 10
bird.isFixedRotation = true; bird.angularVelocity = 0;
physics.addBody( bird, { density=1, friction=0.5, bounce=0.1 } )
bird.name = "bird"
sceneGroup:insert( bird )
bird:addEventListener( "collision", onCollision )
end
coinsCollected, tokensCollected = 0, 0
birdFlight = function()
if ( gameStatus == "running" ) then
transition.to(bird, {
y = bird.y - 75,
transition = easing.outQuad,
onComplete = function() end
})
function birdFlight()
--transition.to( bird, { rotation=-45, time=300 } )
end
birdFlight()
function birdFall()
--transition.to( bird, { rotation=90, time=300 } )
end
timer.performWithDelay(700, birdFall, 1)
end
end
display.currentStage:addEventListener( "tap", birdFlight )
function onCollision(event)
if event.phase == "began" then
if event.other.name == "coin" then
coinsCollected = coinsCollected + 1
end
if event.other.name == "token" then
tokensCollected = tokensCollected + 1
end
if event.other.name == "missile" or event.other.name == "laser" or event.other.name == "rod" then
-- game ended
end
end
end
drawBird()
function atFrame(event)
if gameStatus == "running" then
bird.x,bird.y = sW / 3,bird.y + 9
if ( bird.y > sH - 70) then bird.y = sH - 70 end
if ( gameStatus == "ended" ) then bird.y = bird.y + 15 end
end
end
Runtime:addEventListener( "enterFrame", atFrame )
--------------------------------------------------------
--------------------------------------------------------
missile, missileAlert, missileMoving = {}, {}, {}
function removeMissile(i)
local onEnterFrame = function( event )
if missile[i] ~= nil and missile[i].x ~= nil and gameStatus == "running" then
if missile[i].x < -100 then
display.remove( missile[i] )
missile[i] = nil
end
end
end
Runtime:addEventListener( "enterFrame", onEnterFrame )
print(gameStatus)
if gameStatus == "ended" then
Runtime:removeEventListener( "enterFrame", onEnterFrame )
end
end
function flyMissile(i)
local onEnterFrame = function( event )
if missile[i] ~= nil and missile[i].x ~= nil and missile[i].y ~= nil and gameStatus == "running" then
if missileMoving[i] == true then
missile[i].y = bird.y
end
missile[i].x = missile[i].x - 5
if missileAlert[i] ~= nil then
if missileMoving[i] == true then
missileAlert[i].y = bird.y
end
if missile[i].x < sW then
display.remove( missileAlert[i] )
missileAlert[i] = nil
end
end
end
end
Runtime:addEventListener( "enterFrame", onEnterFrame )
print(gameStatus)
if gameStatus == "ended" then
Runtime:removeEventListener( "enterFrame", onEnterFrame )
end
end
function holdMissile(i)
local onEnterFrame = function( event )
if missile[i] ~= nil and missile[i].x ~= nil and gameStatus == "running" then
if missile[i].x < sW * 1.5 then
if missileAlert[i] ~= nil then
missileAlert[i]:setFillColor(1,1,0)
end
missileMoving[i] = false
end
end
end
Runtime:addEventListener( "enterFrame", onEnterFrame )
print(gameStatus)
if gameStatus == "ended" then
Runtime:removeEventListener( "enterFrame", onEnterFrame )
end
end
function spawnMissile(i)
missile[i] = display.newRect( sW*2, sH/2, 80, 80 )
missileAlert[i] = display.newRect( sW-80, bird.y, 80, 80 )
physics.addBody(missile[i],"kinematic",{isSensor=true})
missile[i].name = "missile"
sceneGroup:insert( missile[i] )
sceneGroup:insert( missileAlert[i] )
missileMoving[i] = true
flyMissile(i)
removeMissile(i)
holdMissile(i)
end
spawnMissile(1)
--------------------------------------------------------
--------------------------------------------------------
laser = {}
function moveAndRemovelaser(i)
local onEnterFrame = function( event )
if laser[i] ~= nil and laser[i].x ~= nil and gameStatus == "running" then
laser[i].x = laser[i].x - 5
if laser[i].x < 0 - sW / 2 then
display.remove( laser[i] )
laser[i] = nil
end
end
end
Runtime:addEventListener( "enterFrame", onEnterFrame )
print(gameStatus)
if gameStatus == "ended" then
Runtime:removeEventListener( "enterFrame", onEnterFrame )
end
end
function spawnlaser(i)
laserSize = math.random(1,2)
laserPosition = math.random(1,3)
laserRotation = math.random(1,4)
if laserSize == 1 then
laser[i] = display.newRect( 100,100,50,sH/3 )
else
laser[i] = display.newRect( 100,100,50,sH/2 )
end
sceneGroup:insert( laser[i] )
laser[i].x = sW * 2
laser[i].y = sH / 2
laser[i].name = "laser"
if laserPosition == 1 and laserRotation ~= 4 then
laser[i].y = sH * 0.05 + 12
laser[i].anchorY = 0
elseif laserPosition == 3 and laserRotation ~= 4 then
laser[i].y = sH * 0.95 - 12
laser[i].anchorY = 1
end
if laserPosition == 1 and laserRotation == 4 then
laser[i].y = sH * 0.05 + laser[i].contentHeight / 2
elseif laserPosition == 3 and laserRotation == 4 then
laser[i].y = sH * 0.95 - laser[i].contentHeight / 2
end
if laserRotation == 1 then
laser[i].rotation = -45
elseif laserRotation == 2 then
laser[i].rotation = 0
elseif laserRotation == 3 then
laser[i].rotation = 45
elseif laserRotation == 4 then
local onEnterFrame = function( event )
if laser[i] ~= nil and laser[i].rotation ~= nil then
laser[i].rotation = laser[i].rotation + 5
end
end
Runtime:addEventListener( "enterFrame", onEnterFrame )
end
laser[i]:setFillColor(1,1,0)
physics.addBody(laser[i],"kinematic",{isSensor=true})
moveAndRemovelaser(i)
end
spawnlaser(1)
--------------------------------------------------------
image = display.newRect (100,100,100,100)
image.x = display.contentCenterX
image.y = display.contentCenterY
sceneGroup:insert( image )
image.touch = onSceneTouch
text1 = display.newText( "Game Screen", 0, 0, native.systemFontBold, 24 )
text1:setFillColor( 255 )
text1.x, text1.y = display.contentWidth * 0.5, 50
sceneGroup:insert( text1 )
end
function scene:show( event )
local phase = event.phase
if "will" == phase then
gameStatus = "ended"
end
if "did" == phase then
print( "4" )
composer.removeScene( "startScreen" )
image:addEventListener( "touch", image )
gameStatus = "running"
end
end
function scene:hide( event )
local phase = event.phase
if "will" == phase then
print( "5" )
gameStatus = "ended"
image:removeEventListener( "touch", image )
Runtime:removeEventListener( "enterFrame", onEnterFrame )
end
end
function scene:destroy( event )
print( "6" )
end
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
return scene
答案 0 :(得分:1)
您遇到此问题是因为您要注册两次事件侦听器。
只有在场景进入和退出时才需要添加和删除它们。删除游戏对象的适当位置是scene:destroy()和scene:hide()
我的建议是,您尝试重新组织代码并尝试遵循以下准则:
scene:create():第一次使用场景时会发生这种情况。你想在这里创建你的游戏对象。此事件只会发生一次,除非场景被销毁然后再次使用。
scene:show():您想在此处注册所有事件监听器(触摸等)并设置您的游戏。每次显示场景时都会调用此函数。这里注册的每个事件监听器都应该取消注册,以防止双重触发。
scene:hide():您想在此取消注册所有事件侦听器。这样可以防止下一个场景触发前一个场景听众的事件。
scene:destroy():您想删除此处的所有游戏对象(图片,文本,小部件等)。不再需要场景,应该清理所有东西。
为了更好地了解Scene的工作方式,我建议您阅读此文档: http://coronalabs.com/blog/2014/01/21/introducing-the-composer-api-plus-tutorial/
答案 1 :(得分:0)
所以我最终创建了一个函数并将所有removeEventListener放在该函数中,并在游戏结束时调用该函数。 为了将来参考,请始终保留您在屏幕中任意位置创建的所有计时器和事件监听器的列表,并在结束游戏时将它们全部删除