Lua创建多个碰撞



我正在尝试创建一个断点游戏,包含可以在消失之前被击中两次的边缘。

I have try:

 --FOR STRONGER DEFENDERS
        for i = 1, len do
            for j = 1, level_W do
                if(level[i][j] == 2) then               
                    local strong = display.newImage('images/strongdefender.png')
                    strong.name = 'strong'
                    strong.x = def_W * j - offset
                    strong.y = def_H * i
                    physics.addBody(strong, {density = 1, friction = 0, bounce = 0})
                    strong.bodyType = 'static'
                    strongs.insert(strongs, strong)
                end
            end
        end
        for i = 1, len do
            for j = 1, level_W do
                if(level[i][j] == 2) then
                local defender = display.newImage('images/defender.png')
                    defender.name = 'defender'
                    defender.x = def_W * j - offset
                    defender.y = def_H * i
                    physics.addBody(defender, {density = 1, friction = 0, bounce = 0})
                    defender.bodyType = 'static'                    
                end
            end
        end

level是一个由0和2填充的表。2是防守者形象在游戏中的位置。

我的碰撞事件是这样的:

function onCollision(e)

        if(e.other.name == 'defender' or e.other.name == 'strong' and (ball.x + ball.width * 0.5) < (e.other.x + e.other.width * 0.5)) then
            xSpeed = -5
        elseif(e.other.name == 'defender' or e.other.name == 'strong' and (ball.x + ball.width * 0.5) >= (e.other.x + e.other.width * 0.5)) then
            xSpeed = 5
        end
        if(e.other.name == 'defender') then
            audio.play(defencePop)
            ySpeed = ySpeed * -1
            e.other:removeSelf()
            e.other = nil
            defenders.numChildren = defenders.numChildren - 1
            --SORT SCORE
            score = score + 1
            scoreNum.text = score * points
            scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
            scoreNum.x = 54 
        elseif(e.other.name == 'strong') then
            audio.play(defencePop)
            ySpeed = ySpeed * -1
            e.other:removeSelf()
            e.other = nil
            defenders.numChildren = defenders.numChildren - 1
            --SORT SCORE
            score = score + 1
            scoreNum.text = score * points
            scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
            scoreNum.x = 54     
        end


        --defenders.numChildren < 0
        if(strongs.numChildren < 0) then
            bgAlert('win')
            gameStatus = 'win'
        end
    end -- removeDefender

当球与元素碰撞时,它们都消失了。我怎样才能一次让一个消失?

我建议你只是把强大的放在屏幕上,并为它们添加一个事件监听器,当与强大的砖块发生碰撞时,就会创建较弱的砖块。这个想法是在碰撞发生时删除对象并添加新对象。
首先,你将显示强对象并将其添加到物理中。您还可以向对象

添加本地碰撞事件侦听器。
 for i = 1, len do
     for j = 1, level_W do
         if(level[i][j] == 2) then               
             local strong = display.newImage('images/strongdefender.png')
             strong.name = 'strong'
             strong.x = def_W * j - offset
             strong.y = def_H * i
             physics.addBody(strong, {density = 1, friction = 0, bounce = 0})
             strong.bodyType = 'static'
             strong.collision = onBrickCollision --onStrongCollision is the name of the collision handler function
             strong:addEventListener("collision" , strong) --add collision listener
             strongs.insert(strongs, strong)
         end
     end 
 end

事件监听器类似于

function onBrickCollision(self , event)
if event.phase == "began" and event.other.name == "ball" then
    if (ball.x + ball.width * 0.5) < (self.x + self.width * 0.5) then
        xSpeed = -5
    else
        xSpeed = 5
    end
    if self.name == "strong" then
        audio.play(defencePop)
        ySpeed = ySpeed * -1
        --Create defender on the position of strong and add it to physics
        local defender = display.newImage('images/defender.png')
        defender.name = 'defender'
        set the position same as the object which is hit by ball
        defender.x = self.x
        defender.y = self.y
        physics.addBody(defender, {density = 1, friction = 0, bounce = 0})
        defender.bodyType = 'static'
        defender.collision = onBrickCollision
        defender:addEventListener("collision", defender)
        --remove the strong brick
        self:removeSelf()
        self = nil
        --SORT SCORE
        score = score + 1
        scoreNum.text = score * points
        scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
        scoreNum.x = 54     
    elseif self.name == "defender" then
        audio.play(defencePop)
        ySpeed = ySpeed * -1
        self:removeSelf()
        self = nil
        defenders.numChildren = defenders.numChildren - 1
        --SORT SCORE
        score = score + 1
        scoreNum.text = score * points
        scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
        scoreNum.x = 54 
    end
end

希望代码是不言自明的:)
如果你有任何问题,请随时问我

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