私はスタート画面を持っているゲームを構築しています。スタートボタンをクリックすると、最初のレベルになります。いくつかのことが起こり、その後私は2番目のレベルに移動します。LUA:シーンが作成されていません。なにが問題ですか?
しかし、私は問題に遭遇しており、解決策を見つけることができないようです。 私はスタートボタンをクリックすると、何かをプリントアウトするので、作成機能に詰まっているようです。私はあなたが作成機能に何かを配置する必要はなく、すべてをSHOW FUNCTIONに置く必要があると言われました。私は誤解しましたか?
START SCENE
local composer = require("composer")
local widget = require("widget")
local options = {effect = "fade", time = 800}
local startBtn;
local function start(event)
-- load first scene
composer.gotoScene("level1", options);
startBtn:removeSelf();
print("Start Game")
end
startBtn = widget.newButton(
{
left = 75,
top = 100,
id = "startBtn",
label = "Start",
onEvent = start
}
)
私はそれがここに であると私は問題に実行しているところである最初のレベルに私を取る必要がありSTART]ボタンをクリックしてください。それが正しい名前で追加されていなかったため
local composer = require("composer");
local scene = composer.newScene();
local widget = require ("widget");
function scene:create(event)
local sceneGroup = self.view;
end
function scene:show(event)
local sceneGroup = self.view
local phase = event.phase
local params = event.params;
print(params);
if (phase == "will") then
print("Will")
elseif (phase == "did") then
print("Did")
local bg = display.newImage ("bg.png",
display.contentCenterX, display.contentCenterY);
------- ALEX KIDD ---------------------------------
local options =
{
frames = {
{ x = 1, y = 2, width = 16, height = 25}, --frame 1
{ x = 18, y = 2, width = 16, height = 25}, --frame 2
{ x = 35, y = 2, width = 16, height = 25}, --frame 3
{ x = 52, y = 2, width = 16, height = 25}, --frame 4
{ x = 1, y = 54, width = 16, height = 24}, --ready1
{ x = 19, y = 54, width = 16, height = 24}, --ready2
{ x = 37, y = 54, width = 29, height = 24}, -- rock
{ x = 67, y = 54, width = 33, height = 24}, -- scissor
{ x = 101, y = 54, width = 33, height = 24}, -- paper
}
};
local sheet = graphics.newImageSheet("kidd.png", options);
-- Create animation sequence for animation
local seqData = {
{name = "normal", start=1 , count = 4, time = 800},
{name = "faster", frames={1,2,3,4}, time = 400},
{name = "shake", frames={5,6}, time = 500},
{name = "rock", frames={7}},
{name = "paper", frames={9}},
{name = "scissor", frames={8}},
}
local alex = display.newSprite (sheet, seqData);
alex.x = display.contentCenterX-100;
alex.y = display.contentCenterY+83;
alex.anchorX = 1;
alex.anchorY = 1;
---------- JANKEN ---------------------------------
local jankenOpt =
{
frames = {
{x= 154, y= 13, width= 39, height= 48 }, -- shake1
{x= 195, y= 13, width= 39, height= 48 }, -- shake2
{x= 236, y= 13, width= 32, height= 48 }, -- set
{x= 270, y= 13, width= 16, height= 48 }, --r/p/s
{x= 287, y= 13, width= 16, height= 48 }, --r/p/s
{x= 305, y= 13, width= 15, height= 48 }, --r/p/s
{x= 69, y= 13, width= 41, height= 48 }, --flap1
{x= 110, y= 13, width= 40, height= 48 }, --flap2
}
};
local jankenSheet = graphics.newImageSheet("chars.png", jankenOpt);
-- Create animation sequence janken
local seqDataJanken = {
{name = "flap", frames={7,8}, time = 500},
{name = "shake", frames={1,2}, time = 500},
{name = "set", frames={3}, time = 10, loopCount=1},
}
local janken = display.newSprite (jankenSheet, seqDataJanken);
janken.x = display.contentCenterX+100;
janken.y = display.contentCenterY+83;
janken.anchorX = 1;
janken.anchorY = 1;
-------------- button setup
local btnOpt =
{
frames = {
{ x = 3, y = 2, width=70, height = 22}, --frame 1
{ x = 78, y = 2, width=70, height = 22}, --frame 2
}
};
local buttonSheet = graphics.newImageSheet("button.png", btnOpt);
local function foo (wow)
alex:play();
janken:play();
end
local function bar (wow)
alex:pause();
janken:pause();
--alex:setFrame(2); --keep it at this frame
-- NEXT: generate more buttons
end
-- Function to handle button event
local function go(event)
-- event.target is the button widget
print (event.phase, event.target.id)
transition.to(alex, {time=2000, x=170, onStart = foo, onComplete = bar})
end
local btnGo = widget.newButton(
{
x = 200,
y = 20,
id = "btnGo",
label = "Go!",
labelColor = { default={ 0, 0, 0 }, over={ 0, 0, 0 } },
sheet = buttonSheet,
defaultFrame = 1,
overFrame = 2,
onPress = go,
}
);
-------------- play buttons
local function shoot (buttonID)
local randomHand = math.random(4,6);
-- position Janken and draw his hands
janken:setSequence("set");
hand = display.newImage (jankenSheet, randomHand, display.contentCenterX+61, display.contentCenterY+60);
if (buttonID == "btnRock") then
alex:setSequence("rock"); -- just show rock for now
elseif (buttonID == "btnScissor") then
alex:setSequence("scissor"); -- just show rock for now
else
alex:setSequence("paper"); -- just show rock for now
end
end
local function play (event)
if (event.phase == "ended") then
alex:setSequence ("shake");
alex:play();
janken:setSequence("shake");
janken:play();
local t = timer.performWithDelay (1500, function() shoot(event.target.id) end, 1);
print (event.target.id); -- which button was it?
end
end
local btnRock = widget.newButton(
{
x = 80,
y = 20,
id = "btnRock",
label = "Rock",
labelColor = { default={ 0, 0, 0 }, over={ 0, 0, 0 } },
sheet = buttonSheet,
defaultFrame = 1,
overFrame = 2,
onEvent = play,
}
);
local btnPaper = widget.newButton(
{
x = 80,
y = 50,
id = "btnPaper",
label = "Paper",
labelColor = { default={ 0, 0, 0 }, over={ 0, 0, 0 } },
sheet = buttonSheet,
defaultFrame = 1,
overFrame = 2,
onEvent = play,
}
);
local btnScissor = widget.newButton(
{
x = 80,
y = 80,
id = "btnScissor",
label = "Scissor",
labelColor = { default={ 0, 0, 0 }, over={ 0, 0, 0 } },
sheet = buttonSheet,
defaultFrame = 1,
overFrame = 2,
onEvent = play,
}
);
local scoreAlex = display.newText ({text="Alex: 0", x=230, y=60, fontSize=20});
scoreAlex:setFillColor (0,0,0);
scoreAlex.anchorX = 1;
end
end
function scene:hide(event)
local sceneGroup = self.view
local phase = event.phase
if (phase == "will") then
transition.cancel(enemy);
elseif (phase == "did") then
end
end
scene:addEventListener("create", scene)
scene:addEventListener("enter", scene)
scene:addEventListener("hide", scene)
return scene
あなたがあなたの機能に抱かれた後に何が印刷されるかを知ることは有益だろうと思いませんか? – Piglet