자이로 스코프를 사용하여 게임을 만들려고하고 있는데 아주 이상한 문제가 있습니다. 나는이 다음과 같은 두 가지 장면의enterScene 이벤트가 발생하지 않았습니다.
첫 장면에서 볼이 두 번째 장면으로 이동 문이 충돌 할 때 내가 원하는. 공이 천천히 움직여 문과 충돌하면 모든 장면이 정상적으로 작동하고 다음 장면이 정상적으로 시작되지만 첫 번째 장면의 공이 매우 빠르게 움직여 큰 힘으로 문과 충돌하면 다음 장면이 시작되어 마치 입력 이벤트가 트리거되지 않습니다. 어떤 아이디어?
내 코드 :
장면 l :
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--
-- scene1.lua
--
---------------------------------------------------------------------------------
local storyboard = require("storyboard")
local scene = storyboard.newScene()
system.setIdleTimer(false)
local physics = require "physics"
local physicsData = (require "myphysics").physicsData(1.0)
---------------------------------------------------------------------------------
-- BEGINNING OF IMPLEMENTATION
---------------------------------------------------------------------------------
local displayTime,background,ball,maze,maze2,borders,exitscn
local startTime=0
local levelTime = 20
local function onGyroscopeDataReceived(event)
local deltaRadiansX = event.xRotation * event.deltaTime
local deltaDegreesX = deltaRadiansX * (180/math.pi)
local deltaRadiansY = event.yRotation * event.deltaTime
local deltaDegreesY = deltaRadiansY * (180/math.pi)
ball:applyForce(-deltaDegreesX*6, -deltaDegreesY*6, ball.x, ball.y)
end
function nextScene()
storyboard.gotoScene("loadscene2")
end
local function onCollision(event)
if (event.phase == "ended") then
if(event.object1.name=="exitscn" or event.object2.name=="exitscn") then
timer.performWithDelay (500, nextScene)
end
end
end
local function gameOver()
storyboard.gotoScene("menu", "fade", 300)
end
local function checkTime(event)
local now = os.time()
displayTime.text = levelTime - (now - startTime)
if (levelTime - (now - startTime)==0) then
gameOver()
end
end
-- Called when the scene's view does not exist:
function scene:createScene(event)
local screenGroup = self.view
physics.start();
physics.setGravity(0,0)
displayTime = display.newText(levelTime, 0, 0, "Helvetica", 20)
displayTime.isVisible=false
background=display.newImage("bcklevel1.png")
background.x=display.contentCenterX
background.y=display.contentCenterY
ball=display.newImage("ball1.png")
ball.x=30
ball.y=display.contentCenterY
ball.name="ball"
maze=display.newImage("maze1.png")
maze.x=display.contentCenterX
maze.y=display.contentCenterY
maze.name="maze"
maze2=display.newImage("maze1.png")
maze2.x=display.contentCenterX
maze2.y=display.contentCenterY
maze2.name="maze2"
borders=display.newImage("borders.png")
borders.x=display.contentCenterX
borders.y=display.contentCenterY
borders.name="borders"
borders.alpha=0.1
exitscn=display.newImage("exit.png")
exitscn.x=display.contentWidth-30
exitscn.y=display.contentCenterY
exitscn.name="exitscn"
physics.addBody (ball, "dynamic",physicsData:get("ball"))
physics.addBody (maze, "static",physicsData:get("mazelevel1_1"))
physics.addBody (maze2, "static",physicsData:get("mazelevel1_2"))
physics.addBody (borders, "static",physicsData:get("borders"))
physics.addBody (exitscn, "dynamic",physicsData:get("exitscn"))
--ball:addEventListener ("touch", nextScene)
Runtime:addEventListener("enterFrame", checkTime)
Runtime:addEventListener("gyroscope", onGyroscopeDataReceived)
Runtime:addEventListener("collision", onCollision)
screenGroup:insert(background)
screenGroup:insert(displayTime)
screenGroup:insert(ball)
screenGroup:insert(maze)
screenGroup:insert(maze2)
screenGroup:insert(borders)
screenGroup:insert(exitscn)
print("\n1: createScene event")
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene(event)
print("1: enterScene event")
physics.start()
startTime = os.time()
displayTime.isVisible=true
end
-- Called when scene is about to move offscreen:
function scene:exitScene(event)
print("1: exitScene event")
physics.stop()
Runtime:removeEventListener("enterFrame", checkTime)
Runtime:removeEventListener("gyroscope", onGyroscopeDataReceived)
Runtime:removeEventListener("collision", onCollision)
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene(event)
print("((destroying scene 1's view))")
package.loaded[physics] = nil
physics = nil
end
---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener("createScene", scene)
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener("enterScene", scene)
-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener("exitScene", scene)
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener("destroyScene", scene)
---------------------------------------------------------------------------------
return scene
Scene2 : 두 번째 파일에서
---------------------------------------------------------------------------------
--
-- scene2.lua
--
---------------------------------------------------------------------------------
local storyboard = require("storyboard")
local scene = storyboard.newScene()
system.setIdleTimer(false)
local physics = require "physics"
local physicsData = (require "myphysics").physicsData(1.0)
---------------------------------------------------------------------------------
-- BEGINNING OF IMPLEMENTATION
---------------------------------------------------------------------------------
local displayTime,background,ball,maze,maze2,borders,exitscn
local startTime=0
local levelTime = 20
local function onGyroscopeDataReceived(event)
local deltaRadiansX = event.xRotation * event.deltaTime
local deltaDegreesX = deltaRadiansX * (180/math.pi)
local deltaRadiansY = event.yRotation * event.deltaTime
local deltaDegreesY = deltaRadiansY * (180/math.pi)
ball:applyForce(-deltaDegreesX*6, -deltaDegreesY*6, ball.x, ball.y)
end
function nextScene()
storyboard.gotoScene("menu", "fade", 1000)
end
local function onCollision(event)
if (event.phase == "ended") then
if(event.object1.name=="exitscn" or event.object2.name=="exitscn") then
timer.performWithDelay (500, nextScene)
end
end
end
local function gameOver()
storyboard.gotoScene("menu", "fade", 300)
end
local function checkTime(event)
local now = os.time()
displayTime.text = levelTime - (now - startTime)
if (levelTime - (now - startTime)==0) then
gameOver()
end
end
-- Called when the scene's view does not exist:
function scene:createScene(event)
local screenGroup = self.view
physics.start();
physics.setGravity(0,0)
displayTime = display.newText(startTime, 0, 0, "Helvetica", 20)
displayTime.isVisible=false
background=display.newImage("bcklevel1.png")
background.x=display.contentCenterX
background.y=display.contentCenterY
ball=display.newImage("ball1.png")
ball.x=30
ball.y=display.contentCenterY
ball.name="ball"
maze=display.newImage("maze2.png")
maze.x=display.contentCenterX
maze.y=display.contentCenterY
maze.name="maze"
maze2=display.newImage("maze2.png")
maze2.x=display.contentCenterX
maze2.y=display.contentCenterY
maze2.name="maze2"
borders=display.newImage("borders.png")
borders.x=display.contentCenterX
borders.y=display.contentCenterY
borders.name="borders"
borders.alpha=0.1
exitscn=display.newImage("exit.png")
exitscn.x=display.contentWidth-30
exitscn.y=display.contentCenterY
exitscn.name="exitscn"
physics.addBody (ball, "dynamic",physicsData:get("ball"))
physics.addBody (maze, "static",physicsData:get("mazelevel2_1"))
physics.addBody (maze2, "static",physicsData:get("mazelevel2_2"))
physics.addBody (borders, "static",physicsData:get("borders"))
physics.addBody (exitscn, "dynamic",physicsData:get("exitscn"))
--ball:addEventListener ("touch", nextScene)
Runtime:addEventListener("enterFrame", checkTime)
Runtime:addEventListener("gyroscope", onGyroscopeDataReceived)
Runtime:addEventListener("collision", onCollision)
screenGroup:insert(background)
screenGroup:insert(displayTime)
screenGroup:insert(ball)
screenGroup:insert(maze)
screenGroup:insert(maze2)
screenGroup:insert(borders)
screenGroup:insert(exitscn)
print("\n1: createScene event")
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene(event)
print("1: enterScene event")
physics.start()
startTime = os.time()
displayTime.isVisible=true
end
-- Called when scene is about to move offscreen:
function scene:exitScene(event)
print("1: exitScene event")
physics.stop()
Runtime:removeEventListener("enterFrame", checkTime)
Runtime:removeEventListener("gyroscope", onGyroscopeDataReceived)
Runtime:removeEventListener("collision", onCollision)
end
-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene(event)
print("((destroying scene 2's view))")
package.loaded[physics] = nil
physics = nil
end
---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener("createScene", scene)
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener("enterScene", scene)
-- "exitScene" event is dispatched before next scene's transition begins
scene:addEventListener("exitScene", scene)
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener("destroyScene", scene)
---------------------------------------------------------------------------------
return scene
대답은 주석으로 의미되었다. 그러나이 필드에 게시하는 것은 너무 길었습니다. – Eyeball
나는 귀하의 경우에 충돌 감지없이 해결책을 얻을 수 있다고 생각합니다. 특정 작은 간격으로 타이머가 트리거되면 'if (ball.x> = door.x)'를 확인하십시오. 네가 원하면 이걸로 도움이 될거야.:) –
nextScene() 함수가 두 번 이상 호출되는 중입니까? 함수 내에서 인쇄 메시지를 사용해보십시오. 한번만 실행하면됩니다. –