我正在尝试在触摸事件上设置缩放功能。我使用 transition.to 和 onComplete 将父组移动到事件中心。但在某一时刻,它只是跳转到父组原点。有任何想法吗?
我现在正在粘贴代码的缩短版本。
local physics = require( "physics" )
physics.start()
physics.setContinuous( false )
--physics.setScale( 60 )
local height = display.contentHeight
local width = display.contentWidth
local backGround = display.newRect( 0,0,width,height )
backGround:setFillColor(91,91,91)
local allElements = display.newGroup()
local grip = {}
local gripSize = {
-- w: gripwidth, h: gripheight, s: strength required
{w=30, h=20, s=1},
{w=20, h=10, s=1.5},
{w=10, h=10, s=2},
}
local r
local function createTexture()
local originX = 0
local originY = height -75
for i=0,50 do
r = math.random(3)
local x = originX + math.random(width)
local y = originY - math.random(2*height)
grip[i] = display.newRect( allElements, x, y, gripSize[r].w, gripSize[r].h)
grip[i].size = gripSize[r].s
if (r == 1) then
grip[i]:setFillColor(51,255,0)
elseif (r == 2) then
grip[i]:setFillColor(255,51,51)
elseif (r == 3) then
grip[i]:setFillColor(51,51,255)
end
end
end
createTexture()
wallBottom = display.newRect( allElements, 0,height-20,width,20)
physics.addBody(wallBottom, "static", { density=5, friction=0.5, bounce=0.3 } )
head = display.newCircle( allElements, width/2,50,20 )
physics.addBody( head, { density=5, friction=0.5, bounce=0.3 } )
local touchBorder = 20
local function calcTouchOffset( e )
local x, y = 0, 0
if (e.x < touchBorder) then
x = e.x - touchBorder
elseif (e.x > width-touchBorder) then
x = e.x - (width-touchBorder)
end
if (e.y < touchBorder) then
y = e.y - touchBorder
elseif (e.y > height-touchBorder) then
y = e.y - (height-touchBorder)
end
return x, y
end
local function startDrag( e )
local body = e.target
local phase = e.phase
local stage = display.getCurrentStage()
if (e.phase == "began") then
e.target.bodyType = "dynamic"
e.target.hasFocus = true
local x, y = allElements:contentToLocal( e.x, e.y )
e.target.touchjoint = physics.newJoint( "touch", e.target, x, y )
stage:setFocus( e.target )
transition.to( allElements, { time = 200, x= -body.x, y= -body.y, xScale = 2, yScale = 2,})
xOffset, yOffset = 0, 0
return true
elseif (e.target.hasFocus) then
if (e.phase == "moved") then
local x,y = allElements:contentToLocal(e.x, e.y) -- This line is changed
e.target.touchjoint:setTarget( x, y ) -- This line is changed
xOffset, yOffset = calcTouchOffset( e )
else
transition.to( allElements, { time = 200, x = body.x, y = body.y, xScale = 1, yScale = 1, })
e.target.hasFocus = false
e.target.touchjoint:removeSelf()
e.target.touchjoint = nil
stage:setFocus( nil )
xOffset, yOffset = 0, 0
end
return true
end
xOffset, yOffset = 0, 0
return false
end
head:addEventListener( "touch", startDrag )
function allElements:update()
allElements.x, allElements.y = allElements.x - xOffset, allElements.y - yOffset
allElements.x, allElements.y = allElements.x, allElements.y
if (allElements.x > -startX) and ( startX < 0 ) then
allElements.x = -startX
elseif ( routeW < width ) then
allElements.x = 0
elseif ( allElements.x < startX ) and ( startX < 0 ) then
allElements.x = startX
end
--[[if (allElements.x > 0) then
allElements.x = 0
elseif ( routeW < width ) then
allElements.x = 0
elseif ( allElements.x < (width-routeW) ) and ( routeW > width ) then
allElements.x = width-routeW
end ]]--
if (allElements.y > (routeH-height)) and ( routeH > height ) then
allElements.y = routeH-height
elseif ( routeH < height ) then
allElements.y = 0
elseif (allElements.y < 0) then
allElements.y = 0
end
end
function enterFrame()
allElements:update()
end