清理场景数据



如何清除游戏中的所有对象?Lua,当我离开游戏场景时,所有数据仍然在屏幕上,我如何在离开时删除所有内容,并在返回游戏时将其重置回起始位置?lua"?

game.lua:

local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
_W = display.contentWidth
_H = display.contentHeight
system.setIdleTimer(false); -- Prevent the app from becoming suspended
local physics = require "physics"
physics.start()
clouts = true 
score = 0
speeda1 = 100
speedb1 = 150
function scene:createScene( event )
   local group = self.view
   end
function scene:enterScene( event )
local group = self.view
--start drop zone 
if clouts then
local badclout1 = {} 
local bad1Group = display.newGroup()
local function spawnBC1()
   local badclouts1 = display.newImage("BCloud1.png")
   badclouts1.x = math.random(0, _W)
   physics.addBody( badclouts1, "dynamic", { density=.1, bounce=.1, friction=.2, radius=45 } )       
   badclouts1.name = "BCloud1" 
   badclouts1.bodyType = "kinematic"
   badclouts1.isSensor = true
   badclouts1.y = math.random(-100, -50)
   badclouts1.index = #badclout1 + 1
   bad1Group:insert(badclouts1)
   badclouts1.rotation = math.random(-10,10) -- Rotate the object
   badclouts1:setLinearVelocity(0, math.random(speeda1, speedb1)) -- Drop down
   badclout1[badclouts1.index] = badclouts1
   tmrSpawn1 = timer.performWithDelay(math.random(spawna, spawnb), spawnBC1)
return badclouts1 
end
tmrSpawn1 = timer.performWithDelay(math.random(1000, 10000), spawnBC1)
 local function removeBomb()
  for i, v in pairs(badclout1) do
    if badclout1[i].y >1000 then
        badclout1[i]:removeSelf()
        badclout1[i] = nil
     end
  end
end
Runtime:addEventListener("enterFrame", removeBomb)
end
-- end drop zone
local function speatTimer()
   speeda1 = speeda1+1
   speedb1 = speedb1+1
end
local mainTimer = timer.performWithDelay( 550, speatTimer, 200 )
function gameOver()
   storyboard.gotoScene("restart", "fade", 400)
end
end
function scene:exitScene( event )
   local group = self.view
   Runtime:removeEventListener( "collision", onCollision )
   Runtime:removeEventListener("accelerometer", onTilt)
   Runtime:removeEventListener("enterFrame", removeBomb)
end

function scene:destroyScene( event )
   local group = self.view
end
function scene:overlayEnded( event )
    local group = self.view
end
scene:addEventListener( "createScene", scene )
scene:addEventListener( "enterScene", scene )
scene:addEventListener( "exitScene", scene )
scene:addEventListener( "destroyScene", scene )
scene:addEventListener( "overlayEnded", scene )
return scene

把凯文,

如果你正在使用storyboard并且想要重置所有的值你可以在转到另一个场景之前删除这个场景这样当你再次转到同一个场景时,所有的值都会被创建

function scene:exitScene( event )
   local group = self.view
   Runtime:removeEventListener( "collision", onCollision )
   Runtime:removeEventListener("accelerometer", onTilt)
   Runtime:removeEventListener("enterFrame", removeBomb)
   storyboard.removeScene("SCENE TO REMOVE")
end

或者在你去到现场后做这个

function scene:enterScene( event )
storyboard.removeScene("SCENE TO REMOVE")
end

这里是如何实现它的链接。http://www.coronalabs.com/blog/2012/07/31/storyboard-scene-purging-vs-removal/

有两种方法可以重置你的对象位置和变量数据

第一个是创建一个像这样的函数
function resetGame()
--your initial position and data values here
end

当你需要重置游戏时调用它,但是你需要手动编写重置值。

第二个是通过创建一个虚拟场景。一个虚拟场景是一个场景,它会再次将你重定向到像这样的游戏场景 <<p> 虚拟场景/strong>
function scene:createScene( event )
    local group = self.view
    storyboard.gotoScene( "scenes.Game" ) --scene/Game.lua
end

来重置对象和变量的值,但不要忘记删除所有的侦听器,并在进入虚拟场景时将其放在exitScene()函数上。

既然你正在使用storyboard,为什么不简单地将所有的显示对象插入到group:

 group:insert(someobject)

并让场景管理器为您完成工作。如果不在scene:createScene()中创建场景,你的屏幕转换能力将无法工作。如果不把东西放入组中,当场景消失时,它就不能为你删除它们。

最新更新