2
私は昨日コロナを学び始めたので、私の無知には申し訳ありません。誰かがなぜ108行目の "expecting table"(physics.addBody(newBalloon、 "dynamic"、{radius = 70、bounce = 0.8}))の理由を説明できますか?私がしたいのは、オブジェクトシートからイメージを取り出して表示することだけです。テーブルが必要ですか?
local composer = require("composer")
local scene = composer.newScene()
local physics = require("physics")
physics.start()
-- Configure image sheet
local sheetOptions =
{
frames =
{
{
x = 0,
y = 0,
width = 112,
height = 142
},
{
x = 0,
y = 142,
width = 112,
height = 284
},
{
x = 0,
y = 284,
width = 112,
height = 568
},
{
x = 0,
y = 568,
width = 112,
height = 710
},
{
x = 0,
y = 710,
width = 112,
height = 852
},
{
x = 0,
y = 852,
width = 112,
height = 994
},
{
x = 0,
y = 994,
width = 112,
height = 1136
},
{
x = 0,
y = 1136,
width = 112,
height = 1278
},
{
x = 0,
y = 1278,
width = 112,
height = 1420
},
},
}
local objectSheet = graphics.newImageSheet("gameObjects.png", sheetOptions)
local tapCount = 0
local platform
local balloon
local balloon2
local balloon3
local tapText
local function createBalloon()
newBalloon = display.newImageRect(mainGroup, objectSheet, 1, 112, 142)
physics.addBody(newBalloon, "dynamic", { radius=70, bounce=0.8 })
newBalloon.myName = "Bigballoon"
local whereFrom = math.random(3)
if (whereFrom == 1) then
-- From the left
newBalloon.x = 30
newBalloon.y = math.random(display.contentHeight)
elseif (whereFrom == 2) then
-- From the top
newBalloon.x = 60
newBalloon.y = math.random(display.contentHeight)
elseif (whereFrom == 3) then
-- From the right
newBalloon.x = 90
newBalloon.y = math.random(display.contentHeight)
end
end
local function pushBalloon()
-- balloon:applyLinearImpulse(0.2, -2, balloon.x, balloon.y)
-- tapCount = tapCount + 1
-- tapText.text = tapCount
balloon.gravityScale = 10
balloon:applyLinearImpulse(0.1, 0, balloon.x, balloon.y)
end
local function pushBalloon2()
-- balloon:applyLinearImpulse(0.2, -2, balloon.x, balloon.y)
-- tapCount = tapCount + 1
-- tapText.text = tapCount
balloon2.gravityScale = 10
balloon2:applyLinearImpulse(0.1, 0, balloon2.x, balloon2.y)
end
local function pushBalloon3()
-- balloon:applyLinearImpulse(0.2, -2, balloon.x, balloon.y)
-- tapCount = tapCount + 1
-- tapText.text = tapCount
balloon3.gravityScale = 10
balloon3:applyLinearImpulse(-0.1, 0, balloon3.x, balloon3.y)
end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create(event)
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
physics.pause()
local background = display.newImageRect("background.png", 360, 570)
background.x = display.contentCenterX
background.y = display.contentCenterY
local platform = display.newImageRect("platform.png", 300, 50)
platform.x = display.contentCenterX
platform.y = display.contentHeight-25
balloon = display.newImageRect("balloon.png", 112, 112)
balloon.x = display.contentCenterX
balloon.y = display.contentCenterY
balloon.alpha = 0.8
balloon2 = display.newImageRect("balloon.png", 112, 112)
balloon2.x = display.contentCenterX-100
balloon2.y = display.contentCenterY
balloon2.alpha = 0.8
balloon3 = display.newImageRect("balloon.png", 112, 112)
balloon3.x = display.contentCenterX+100
balloon3.y = display.contentCenterY
balloon3.alpha = 0.8
createBalloon()
tapText = display.newText(tapCount, display.contentCenterX, 20, native.systemFont, 40)
tapText:setFillColor(0, 0, 0)
physics.addBody(platform, "static")
physics.addBody(balloon, "dynamic", { radius=50, bounce=0.6 })
physics.addBody(balloon2, "dynamic", { radius=50, bounce=0.6 })
physics.addBody(balloon3, "dynamic", { radius=50, bounce=0.6 })
balloon:addEventListener("tap", pushBalloon)
balloon.gravityScale = 0
balloon:setLinearVelocity(0, -10)
balloon2:addEventListener("tap", pushBalloon2)
balloon2.gravityScale = 0
balloon2:setLinearVelocity(0, -10)
balloon3:addEventListener("tap", pushBalloon3)
balloon3.gravityScale = 0
balloon3:setLinearVelocity(0, -10)
end
-- show()
function scene:show(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
physics.start()
end
end
-- hide()
function scene:hide(event)
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif (phase == "did") then
-- Code here runs immediately after the scene goes entirely off screen
physics.pause()
end
end
-- destroy()
function scene:destroy(event)
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener("create", scene)
scene:addEventListener("show", scene)
scene:addEventListener("hide", scene)
scene:addEventListener("destroy", scene)
-- -----------------------------------------------------------------------------------
return scene