누군가가 여기에 무슨 문제가 있다고 설명해 주시겠습니까? 내가에서 addEventListener를 추가하는 즉시 잘못AddEventListener : 청취자가 무효가 될 수 없습니다.
newBalloon:addEventListener("tap", pushBalloon)
전체 코드 :
local composer = require("composer")
local scene = composer.newScene()
local physics = require("physics")
physics.start()
-- Configure image sheet
local positioninsheetOptions = 144.1
local sheetOptions =
{
frames =
{
{
x = 0,
y = 0,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*2,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*3,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*4,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*5,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*6,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*7,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*8,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*9,
width = 112,
height = 142
},
{
x = 0,
y = positioninsheetOptions*10,
width = 112,
height = 142
},
},
}
local objectSheet = graphics.newImageSheet("gameObjects.png", sheetOptions)
local tapCount = 0
local platform
local tapText
local balloonsTable = {}
local leftBorder
local rightBorder
local backGroup
local mainGroup
local uiGroup
local platform
local platform2
local function createBalloon()
local randomBalloon = math.random(10)
local newBalloon = display.newImageRect(objectSheet, randomBalloon, 112, 142)
if newBalloon then
table.insert(balloonsTable, newBalloon)
physics.addBody(newBalloon, "dynamic", { radius=70, bounce=0 })
newBalloon.myName = "bigBalloon"
newBalloon.alpha = 0.75
newBalloon.gravityScale = randomBalloon/-150
newBalloon:addEventListener("tap", pushBalloon)
end
local whereFrom = math.random(3)
if (whereFrom == 1) then
-- From the left
newBalloon.x = 100
newBalloon.y = display.contentHeight+300
elseif (whereFrom == 2) then
-- From the top
newBalloon.x = 160
newBalloon.y = display.contentHeight+300
elseif (whereFrom == 3) then
-- From the right
newBalloon.x = 220
newBalloon.y = display.contentHeight+300
end
end
local function gameLoop()
-- Create new balloon
createBalloon()
-- Remove balloons which have drifted off screen
for i = #balloonsTable, 1, -1 do
local thisBalloon = balloonsTable[i]
if (thisBalloon.x < -100 or
thisBalloon.x > display.contentWidth + 100 or
thisBalloon.y < -100 )
then
display.remove(thisBalloon)
table.remove(balloonsTable, i)
end
end
end
local function pushBalloon(event)
local tappedBalloon = event.target
-- balloon:applyLinearImpulse(0.2, -2, balloon.x, balloon.y)
-- tapCount = tapCount + 1
-- tapText.text = tapCount
if event.phase == "began" then
tappedBalloon.gravityScale = 10
end
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
platform = display.newImageRect("platform.png", 10, display.contentHeight*5)
platform.x = -5
platform.y = 0
physics.addBody(platform, "static", { friction=0.5, bounce=0.3 })
platform2 = display.newImageRect("platform.png", 10, display.contentHeight*5)
platform2.x = display.contentWidth+5
platform2.y = 0
physics.addBody(platform2, "static", { friction=0.5, bounce=0.3 })
createBalloon()
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
gameLoopTimer = timer.performWithDelay(1250, gameLoop, 0)
-- 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
감사합니다.