2013-06-28 3 views
0

게임을 승리 또는 실패한 후에 다시 시작 또는 메인 메뉴 버튼을 사용할 수 없습니다. 누구든지 올바른 방향으로 나를 가리킬 수 있습니다. 그것이 유일한 방법입니다하지 않는 한 나는메인 메뉴로 돌아 가기 코로나 SDK에서 버튼이 작동하지 않습니다.

--[Colors Used] 
--389bff (Blue) 
--ff3938 (Red) 

-- Hide Status Bar 

display.setStatusBar(display.HiddenStatusBar) 

-- Physics 

local physics = require('physics') 
physics.start() 
physics.setGravity(0,0) 
--physics.setDrawMode('hybrid') 

-- Graphics 

-- [Background] 

local bg = display.newImage('bg.png') 

-- [Title View] 

local titleBg 
local playBtn 
local creditsBtn 
local titleView 

-- [Credits] 

local creditsView 

-- Game Background 

local gameBg 

-- Circles Group 

local circles 

-- Walls 

local left 
local right 
local top 
local bottom 

-- Score TextField 

local score 

-- Variables 

local lastY 
local lastX 

-- Functions 

local Main = {} 
local startButtonListeners = {} 
local showCredits = {} 
local hideCredits = {} 
local showGameView = {} 
local gameListeners = {} 
local onTouch = {} 
local onCollision = {} 
local alert = {} 


-- Main Function 

function Main() 
    titleBg = display.newImage('title.png', 0, 100) 
    playBtn = display.newImage('playBtn.png', 200, 240) 
    creditsBtn = display.newImage('creditsBtn.png', 200, 290) 
    titleView = display.newGroup(titleBg, playBtn, creditsBtn) 

    startButtonListeners('add') 
end 

function startButtonListeners(action) 
    if(action == 'add') then 
     playBtn:addEventListener('tap', showGameView) 
     creditsBtn:addEventListener('tap', showCredits) 
    else 
     playBtn:removeEventListener('tap', showGameView) 
     creditsBtn:removeEventListener('tap', showCredits) 
    end 
end 

function showCredits:tap(e) 
    playBtn.isVisible = false 
    creditsBtn.isVisible = false 
    creditsView = display.newImage('credits.png', 0, display.contentHeight) 

    lastY = titleBg.y 
    lastX = titleBg.x 
    transition.to(titleBg, {time = 300, y = (display.contentHeight * 0.5) - (titleBg.height - 15), x = (display.contentWidth * 0.5) - (titleBg.width * 0.5) + 55 }) 
    transition.to(creditsView, {time = 300, y = (display.contentHeight * 0.5) + 35, onComplete = function() creditsView:addEventListener('tap', hideCredits) end}) 
end 

function hideCredits:tap(e) 
    transition.to(creditsView, {time = 300, y = display.contentHeight + 25, onComplete = function() creditsBtn.isVisible = true playBtn.isVisible = true creditsView:removeEventListener('tap', hideCredits) display.remove(creditsView) creditsView = nil end}) 
    transition.to(titleBg, {time = 300, y = lastY, x = lastX}); 
end 

function showGameView:tap(e) 
    transition.to(titleView, {time = 300, x = -titleView.height, onComplete = function() startButtonListeners('rmv') display.remove(titleView) titleView = nil end}) 

    -- [Add GFX] 

    -- Game Background 

    display.remove(bg) 
    gameBg = display.newImage('gameBg.png') 

    -- Walls 

    left = display.newLine(0, 240, 0, 720) 
    right = display.newLine(320, 240, 320, 720) 
    top = display.newLine(160, 0, 480, 0) 
    bottom = display.newLine(160, 480, 480, 480) 

    -- Circles 

    circles = display.newGroup() 
    local color = 0 

    for i = 1, 5 do 
     local rx = 21 + math.floor(math.random() * (display.contentWidth - 42)) --was 21 and 42 
     local ry = 21 + math.floor(math.random() * (display.contentHeight - 42))--was 21 and 42 

     local cg = display.newCircle(rx, ry, 21)--was 21 
     local label = display.newText('20',cg.x-6.5, cg.y-6.2, native.systemFontBold, 13) --text was 0 
     cg.fillColor = color + (i*40) 
     cg:setFillColor(cg.fillColor) 
     local c = display.newGroup(cg, label) 
     c.pressed = false 
     c.name = 'c' 
     c.radius = 21 

     -- Circle Physics 

     physics.addBody(c, 'dynamic', {radius = 21, bounce = 1})--was 21 
     c:setLinearVelocity(50, 50)--was 100,100 = speed of balls on start 

     circles:insert(c) 
    end 

    -- Walls Physics 

    physics.addBody(left, 'static') 
    physics.addBody(right, 'static') 
    physics.addBody(top, 'static') 
    physics.addBody(bottom, 'static') 

    -- Score TextField 

    score = display.newText('100', 257, 4, native.systemFont, 15) -- score was 0 not 100 
    score:setTextColor(255, 252, 252) 
    local total = display.newText(' /100', 267, 4, native.systemFont, 15) 
    total:setTextColor(255, 252, 252) 

    gameListeners('add') 
end 

function gameListeners(action) 
    if(action == 'add') then 
     for i = 1, 5 do 
      circles[i]:addEventListener('touch', onTouch) 
      circles[i]:addEventListener('collision', onCollision) 
     end 
    else 
     for i = 1, 5 do 
      circles[i]:removeEventListener('touch', onTouch) 
      circles[i]:removeEventListener('collision', onCollision) 
     end 
    end 
end 

function onTouch(e) 
    if(e.phase == 'began') then 
     e.target.pressed = true 

     -- Decrease Counter 

     score.text = tostring(tonumber(score.text) - 1) 

     -- Decrease size 

     e.target.radius = e.target.radius - 1 

     -- Change Color 

     e.target[1]:setFillColor(255,57,56) 
    end 

    if(e.phase == 'ended') then 
     e.target.pressed = false 
     -- Update physics 

     local number = tostring(tonumber(e.target[2].text)-1) 
     local r = e.target.radius 
     local cg = display.newCircle(e.target.x, e.target.y, r) 
     local label = display.newText(number ,cg.x-4.2, cg.y-6.2, native.systemFontBold, 13) -- was12.2 
     cg:setFillColor(e.target[1].fillColor) 
     cg.fillColor = e.target[1].fillColor 
     local c = display.newGroup(cg, label) 
     c.pressed = false 
     c.name = 'c' 
     c.radius = r 
     circles:remove(e.target) 
     physics.addBody(c, 'dynamic', {radius = r, bounce = 1}) 
     c:setLinearVelocity(50, 50)--this changes the speed once touched was100,100 
     c:addEventListener('touch', onTouch) 
     c:addEventListener('collision', onCollision) 
     circles:insert(c) 

     -- Move Textfield when number is 2 digit 
     if(tonumber(number) > 9) then 
      label.x = label.x - 3 
     end 

     -- Check if score has reached 0 

     if(tonumber(score.text) <=0) then 
      local bg = display.newImage('gameBg.png') 
      transition.from(bg, {time = 500, alpha = 0, onComplete = alert('win')}) 
     end 
    end 
end 

function onCollision(e) 
    if(e.target.pressed and e.other.name == 'c') then 
     -- Wait 0.1 seconds to stop physics 
     timer.performWithDelay(100, function() physics.stop() end, 1) 

     local r = e.target.radius 
     local c = display.newCircle(e.target.x, e.target.y, r) 
     c:setFillColor(255,57,56) 

     gameListeners('rmv') 
     transition.to(c, {time = 700, xScale = 500, yScale = 500, onComplete = alert('lost')}) --change from 25 to 50 
    end 
end 

function alert(action) 
    if(action == 'win') then 
     local alertView = display.newImage('won.png', 0, 105) 
     transition.from(alertView, {time = 300, y = -82, delay = 500}) 
     local alertView = display.newImage('replayWinBtn.png', 200, 240) 
     transition.from(alertView, {time = 300, y = -82, delay = 500}) 
     local alertView = display.newImage('replayWinMenuBtn.png', 200, 290) 
     transition.from(alertView, {time = 300, y = -82, delay = 500}) 
    else 
     local alertView = display.newImage('lost.png', 0, 105) 
     transition.from(alertView, {time = 300, y = -82, delay = 500}) 
     local alertView = display.newImage('replayLostBtn.png', 200, 240) 
     transition.from(alertView, {time = 300, y = -82, delay = 500}) 
     local alertView = display.newImage('replayLostMenuBtn.png', 200, 290) 
     transition.from(alertView, {time = 300, y = -82, delay = 500}) 
    end 
end 

Main() 

답변

0

봅니다이

transition.from(bg, {time = 500, alpha = 0, onComplete = alert('win')}) 

을 변경 (맨 아래에 있습니다 승리의 코드가 실패) ..., 스토리 보드를 사용하고 싶지 해달라고 이까지

transition.from(bg, {time = 500, alpha = 0, onComplete = function() 
    alert('win') 
end}) 
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