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[英]Lua / Corona SDK / Loop Spawning / Positional Difference / Framerate independent animation
[英]Corona SDK (LUA) Spawning objects and timer issues
我正在嘗試生成高於屏幕高度的對象以使其下降。 到目前為止,我編寫的代碼可以工作,但是當我讓場景用盡時,請返回並再次啟動級別,場景有2個問題:1.生成函數“ spawnObjects”似乎每0.5秒觸發兩次,但有時,但始終在第二次運行。 在大多數情況下,控制台看起來觸發3(就像它們正在堆疊)2。在第二次運行時,應該在計時器變為0或更少時運行的函數沒有。
這是我的代碼,它可能很笨拙,並且有值,而其他地方則沒有。 這是因為我一直在努力爭取計時器,而現在(仍然有點計時器)已經有幾天了,我嘗試了很多不同的方法。 希望任何人都可以看到我在做錯什么,如果您對countDown計時器和/或產生對象的方式有更好的解決方案,那么我將嘗試任何方式。
local composer = require( "composer" )
local scene = composer.newScene()
local myData = require( "myData" )
local physics = require("physics")
physics.setDrawMode( "hybrid" )
-- forward references
local w = display.actualContentWidth
local h = display.actualContentHeight
local dropCount = 0
local spawnShit = 0
local spawnTime = 17
local countdownTimer
local score = 0
local countNumber = 10
local countDownNumber = 10
local scoreT = display.newText( {text="Score: "..score, font=system.nativeSystemFont, fontSize=14,} )
scoreT.x = w * 0.5
scoreT.y = h * 0.1
local countDownText = display.newText( {text="", font=system.nativeSystemFont, fontSize=14} )
countDownText.x = w * 0.5
countDownText.y = h * 0.2
local drop01 = display.newImage("drop01.png")
drop01.x = -100
local drop02 = display.newImage("drop02.png")
drop02.x = -100
local drop03 = display.newImage("drop03.png")
drop03.x = -100
local drop04 = display.newImage("drop04.png")
drop04.x = -100
local timerSpawn
-- Display objects
local background = display.newImage( "bluebg.png" )
background.x = w*0.5
background.y = h*0.5
background.width = w
background.height = h
local bckBtn = display.newText({text="<--BACK", font=system.nativeSystemFont, fontSize=14})
bckBtn.x = 50
bckBtn.y = 20
local egon = display.newImage( "Egon.png" )
egon.x = w*0.5
egon.y = h*0.85
egon.width = 100
egon.height = 97
--functions
function goBack (event)
if "began" == event.phase then
elseif event.phase == "ended" then
composer.gotoScene("select", "fade", 500)
end
return true
end
function moveEgon (event)
egon.x = event.x
end
------------------------------------------------vvv---------------------------------------------------
------------------------------------------------vvv---------------------------------------------------
------------------------------------------------vvv---------------------------------------------------
function spawnObjects (event)
dropCount = math.random(1,4)
if stopTimer == 1 then
timer.cancel(timerSpawn)
timerSpawn = nil
spawnShit = nil
end
if spawnShit == 1 then
print( 'spawnShit' )
if dropCount == 1 then
-- Drop01 function and settings
drop01 = display.newImage( "drop01.png" )
drop01.x = math.random(10, 470)
drop01.y = 40
drop01.width = 50
drop01.height = 50
drop01.myName = "01"
physics.addBody( drop01, "dynamic", {density=0.1, friction=0.1, bounce=0.8 } )
elseif dropCount == 2 then
--Do shit for drop02
drop02 = display.newImage( "drop02.png" )
drop02.x = math.random(10, 470)
drop02.y = 40
drop02.width = 50
drop02.height = 50
drop02.myName = "02"
physics.addBody( drop02, "dynamic", {density=0.1, friction=0.1, bounce=0.8 } )
elseif dropCount == 3 then
drop03 = display.newImage( "drop03.png" )
drop03.x = math.random(10, 470)
drop03.y = 40
drop03.width = 50
drop03.height = 50
drop03.myName = "03"
physics.addBody( drop03, "dynamic", {density=0.9, friction=0.1, bounce=0.8 } )
elseif dropCount == 4 then
drop04 = display.newImage( "drop04.png" )
drop04.x = math.random(10, 470)
drop04.y = 40
drop04.width = 50
drop04.height = 50
drop04.myName = "04"
physics.addBody( drop04, "dynamic", {density=0.9, friction=0.1, bounce=0.8 } )
end
end
return true
end
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
function onCollision (event)
if "began" == event.phase then
--v--do shit when touching surface
if event.other.myName == "01" then
-- Do shit for drop01 --
-- Change score, powersups etc
event.other:removeSelf( )
end
if event.other.myName == "02" then
-- Do shit for drop02 --
-- Change score, powersups etc
event.other:removeSelf( )
end
if event.other.myName == "03" then
-- Do shit for drop03 --
-- Change score, powersups etc
event.other:removeSelf( )
end
if event.other.myName == "04" then
-- Do shit for drop04 --
-- Change score, powersups etc
event.other:removeSelf( )
end
elseif "ended" == event.phase then
-- Do shit when leaving surfaces
end
return true
end
------------------------------------------------vvv---------------------------------------------------
------------------------------------------------vvv---------------------------------------------------
------------------------------------------------vvv---------------------------------------------------
function showCountDown (event)
-- Condition to show and hide countdown
if countDownNumber <= 0 then
timer.cancel(event.source)
countDownTimer = nil
spawnShit = 0
print( 'NO MORE SPAAAAAAAAAAAAAAAWWNS' )
else
countDownNumber = countDownNumber -1
countDownText.text = countDownNumber
spawnShit = 1
end
return true
end
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
--function scene:create( event )
function scene:create( event )
local sceneGroup = self.view
-- Initialize the scene here.
-- Example: add display objects to "sceneGroup", add touch listeners, etc
--Listeners
background:addEventListener( "touch", moveEgon )
bckBtn:addEventListener( "touch", goBack )
egon:addEventListener( "collision", onCollision )
--SceneGroup insert
sceneGroup:insert( background )
sceneGroup:insert(egon)
sceneGroup:insert(bckBtn)
sceneGroup:insert(drop01)
sceneGroup:insert(drop02)
sceneGroup:insert(drop03)
sceneGroup:insert(drop04)
sceneGroup:insert(scoreT)
sceneGroup:insert(countDownText)
end
-- "scene:show()"
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is still off screen (but is about to come on screen).
elseif ( phase == "did" ) then
-- Called when the scene is now on screen.
-- Insert code here to make the scene come alive.
-- Example: start timers, begin animation, play audio, etc.
physics.start( )
timercount = 10
-- ADD physic bodies ----
physics.addBody( egon, "static", {density=0.1, friction=0.1, bounce=0.8 } )
countDownNumber = 10
countdownTimer = timer.performWithDelay( 1000, showCountDown, countNumber )
----------- Timers ------------
timerSpawn = timer.performWithDelay(500, spawnObjects, 0 )
end
end
-- "scene:hide()"
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is on screen (but is about to go off screen).
-- Insert code here to "pause" the scene.
-- Example: stop timers, stop animation, stop audio,
--timer.pause( timerSpawn )
physics.stop()
spawnShit = 0
timerSpawn = nil
countdownTimer = nil
physics.removeBody( egon )
elseif ( phase == "did" ) then
-- Called immediately after scene goes off screen.
end
end
-- "scene:destroy()"
function scene:destroy( event )
local sceneGroup = self.view
-- Called prior to the removal of scene's view ("sceneGroup").
-- Insert code here to clean up the scene.
-- Example: remove display objects, save state, etc.
bckBtn:removeEventListener("touch", goBack )
egon:removeEventListener("touch", moveEgon )
end
-- -------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -------------------------------------------------------------------------------
return scene
當您的scene:show()
,您執行
timerSpawn = timer.performWithDelay(500, spawnObjects, 0 )
這將導致spawObjects
無限期地每0.5秒調用一次(即,直到應用程序退出,或者計時器被取消或暫停)。 可以,但是當您返回該場景時,該行將再次執行,這將導致創建新的計時器,並且timeSpawn
現在引用了該新計時器。 因此,現在您將有兩個計時器,大約每0.5秒觸發一次。 當您離開場景並再次返回時,您將得到3, timerSpawn
被設置為引用新計時器的事實並不會停止舊計時器。 當場景隱藏時,您可能應該暫停timerSpawn
; 然后在show()
,僅應在不存在的情況下創建計時器:
function scene:show( event )
....
----------- Timers ------------
countDownNumber = 10
if countdownTimer == nil then
countdownTimer = timer.performWithDelay( 1000, showCountDown, countNumber )
else
timer.resume(countownTimer)
end
if timerSpawn == nil then
timerSpawn = timer.performWithDelay(500, spawnObjects, 0 )
else
timer.resume(timerSpawn)
end
end
function scene:hide( event )
...
if ( phase == "will" ) then
timer.pause( timerSpawn )
timer.pause( countdownTimer )
-- NO:
-- timerSpawn = nil
-- countdownTimer = nil
...
end
end
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