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我正在尝试创建一个破坏者游戏,其中包含可以在消失之前被击中两次的边缘。

我试过了:

 --FOR STRONGER DEFENDERS
        for i = 1, len do
            for j = 1, level_W do
                if(level[i][j] == 2) then               
                    local strong = display.newImage('images/strongdefender.png')
                    strong.name = 'strong'
                    strong.x = def_W * j - offset
                    strong.y = def_H * i
                    physics.addBody(strong, {density = 1, friction = 0, bounce = 0})
                    strong.bodyType = 'static'
                    strongs.insert(strongs, strong)
                end
            end
        end
        for i = 1, len do
            for j = 1, level_W do
                if(level[i][j] == 2) then
                local defender = display.newImage('images/defender.png')
                    defender.name = 'defender'
                    defender.x = def_W * j - offset
                    defender.y = def_H * i
                    physics.addBody(defender, {density = 1, friction = 0, bounce = 0})
                    defender.bodyType = 'static'                    
                end
            end
        end

level 是一个用 0 和 2 填充的表格。 2 是防守者图像在游戏中的位置。

我的碰撞事件是这样的:

function onCollision(e)


        if(e.other.name == 'defender' or e.other.name == 'strong' and (ball.x + ball.width * 0.5) < (e.other.x + e.other.width * 0.5)) then
            xSpeed = -5
        elseif(e.other.name == 'defender' or e.other.name == 'strong' and (ball.x + ball.width * 0.5) >= (e.other.x + e.other.width * 0.5)) then
            xSpeed = 5
        end

        if(e.other.name == 'defender') then
            audio.play(defencePop)
            ySpeed = ySpeed * -1
            e.other:removeSelf()
            e.other = nil
            defenders.numChildren = defenders.numChildren - 1

            --SORT SCORE
            score = score + 1
            scoreNum.text = score * points
            scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
            scoreNum.x = 54 
        elseif(e.other.name == 'strong') then
            audio.play(defencePop)
            ySpeed = ySpeed * -1
            e.other:removeSelf()
            e.other = nil
            defenders.numChildren = defenders.numChildren - 1

            --SORT SCORE
            score = score + 1
            scoreNum.text = score * points
            scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
            scoreNum.x = 54     

        end




        --defenders.numChildren < 0
        if(strongs.numChildren < 0) then
            bgAlert('win')
            gameStatus = 'win'
        end
    end -- removeDefender

当球与元素碰撞时,它们都消失了。我怎样才能让一个人一次消失?

4

1 回答 1

1

我建议您只需将强项放在屏幕上并为它们添加一个事件侦听器,当与较强的砖发生碰撞时会创建较弱的砖。这个想法是在发生碰撞时删除对象并添加一个新对象。
首先,您将显示强对象并将它们添加到物理中。您还将向对象添加本地碰撞事件侦听器

 for i = 1, len do
     for j = 1, level_W do
         if(level[i][j] == 2) then               
             local strong = display.newImage('images/strongdefender.png')
             strong.name = 'strong'
             strong.x = def_W * j - offset
             strong.y = def_H * i
             physics.addBody(strong, {density = 1, friction = 0, bounce = 0})
             strong.bodyType = 'static'
             strong.collision = onBrickCollision --onStrongCollision is the name of the collision handler function
             strong:addEventListener("collision" , strong) --add collision listener
             strongs.insert(strongs, strong)
         end
     end 
 end

事件监听器就像

function onBrickCollision(self , event)
if event.phase == "began" and event.other.name == "ball" then
    if (ball.x + ball.width * 0.5) < (self.x + self.width * 0.5) then
        xSpeed = -5
    else
        xSpeed = 5
    end
    if self.name == "strong" then
        audio.play(defencePop)
        ySpeed = ySpeed * -1
        --Create defender on the position of strong and add it to physics
        local defender = display.newImage('images/defender.png')
        defender.name = 'defender'
        set the position same as the object which is hit by ball
        defender.x = self.x
        defender.y = self.y
        physics.addBody(defender, {density = 1, friction = 0, bounce = 0})
        defender.bodyType = 'static'
        defender.collision = onBrickCollision
        defender:addEventListener("collision", defender)
        --remove the strong brick
        self:removeSelf()
        self = nil

        --SORT SCORE
        score = score + 1
        scoreNum.text = score * points
        scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
        scoreNum.x = 54     

    elseif self.name == "defender" then
        audio.play(defencePop)
        ySpeed = ySpeed * -1
        self:removeSelf()
        self = nil
        defenders.numChildren = defenders.numChildren - 1

        --SORT SCORE
        score = score + 1
        scoreNum.text = score * points
        scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
        scoreNum.x = 54 
    end
end

希望代码是不言自明的 :)
如果您有任何进一步的问题,请随时问我。

于 2013-05-20T15:38:25.510 回答