我正在制作一个侧面滚动器,当我开始游戏时,我可以触摸屏幕以保持企鹅在空中,但是当我失败并与冰块碰撞时,在重新启动后按播放。lua错误尝试调用方法“ applyForce” 这是我的代码
local function activatePengs(self,event)
self:applyForce(0, -45, self.x, self.y)
print("run")
end
local function touchScreen(event)
print("touch")
if event.phase == "began" then
peng.enterFrame = activatePengs
Runtime:addEventListener("enterFrame", peng)
end
if event.phase == "ended" then
Runtime:removeEventListener("enterFrame", peng)
end
end
local function onCollision(event)
if event.phase == "began" then
print "collide"
composer.gotoScene( "restart",{ time=800, effect="crossFade" } )
end
end
-- now comes four required functions for Composer:
function scene:create( event )
local sceneGroup = self.view
bg1 = display.newImageRect(sceneGroup, "bg.png", 800, 1000)
bg2 = display.newImage(sceneGroup, "ice2.png",140,210)
bg3 = display.newImage(sceneGroup, "ice2.png",540,210)
bg4 = display.newImage(sceneGroup, "ice2.png",940,210)
bg5 = display.newImage(sceneGroup, "ice2.png",1340,210)
bg6 = display.newImage(sceneGroup, "ice2.png",1740,210)
bg7 = display.newImage(sceneGroup, "ice1.png",140,420)
bg8 = display.newImage(sceneGroup, "ice1.png",540,420)
bg9 = display.newImage(sceneGroup, "ice1.png",940,420)
bg10 = display.newImage(sceneGroup, "ice1.png",1340,420)
bg11 = display.newImage(sceneGroup, "ice1.png",1740,420)
peng = display.newImage(sceneGroup, "peng.png", 80, 201)
physics.addBody(peng, "dynamic", {density=.18, bounce=0.1, friction=.5, radius=55})
...
end
答案 0 :(得分:0)
可能是由于调用该函数时企鹅不是物理对象而发生错误。我认为在进入下一个场景之前删除enterFrame监听器应该可以解决您的问题。
我对您的代码进行了一些改进(未测试):
local applyForceToPenguin = false
local function enterFrame( self, event )
if applyForceToPenguin then
self:applyForce( 0, -45, self.x, self.y )
print("run")
end
end
local function touchScreen(event)
print("touch")
if event.phase == "began" then applyForceToPenguin = true end
if event.phase == "ended" then applyForceToPenguin = false end
end
local function onCollision(event)
if event.phase == "began" then
print "collide"
applyForceToPenguin = false
composer.gotoScene( "restart",{ time=800, effect="crossFade" } )
end
end
-- now comes four required functions for Composer:
function scene:create( event )
local sceneGroup = self.view
bg1 = display.newImageRect( sceneGroup, "bg.png", 800, 1000 )
bg2 = display.newImage( sceneGroup, "ice2.png", 140, 210 )
bg3 = display.newImage( sceneGroup, "ice2.png", 540, 210 )
bg4 = display.newImage( sceneGroup, "ice2.png", 940, 210 )
bg5 = display.newImage( sceneGroup, "ice2.png", 1340, 210 )
bg6 = display.newImage( sceneGroup, "ice2.png", 1740, 210 )
bg7 = display.newImage( sceneGroup, "ice1.png", 140, 420 )
bg8 = display.newImage( sceneGroup, "ice1.png", 540, 420 )
bg9 = display.newImage( sceneGroup, "ice1.png", 940, 420 )
bg10 = display.newImage( sceneGroup, "ice1.png", 1340, 420 )
bg11 = display.newImage( sceneGroup, "ice1.png", 1740, 420 )
peng = display.newImage( sceneGroup, "peng.png", 80, 201)
physics.addBody( peng, "dynamic", { density=.18, bounce=0.1, friction=.5, radius=55 } )
Runtime:addEventListener( "enterFrame", enterFrame )
...
end
function scene:destroy()
Runtime:removeEventListener( "enterFrame", enterFrame )
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if phase == "will" then
-- Code here runs when the scene is still off screen (but is about to come on screen)
elseif phase == "did" then
-- Code here runs when the scene is entirely on screen
applyForceToPenguin = false
end
end
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
祝您有美好的一天:)