我有一个游戏项目来重新实现Breakout。我想显示两个单词,每个单词一行。它们由砖块连接。在内部,第一行是名字,左对齐。底行是姓氏,右对齐。它们是从文本框输入的,并显示如下:
每过一秒钟,屏幕将在网格中添加可配置数量的积木(例如,每秒五块),直到两个单词看起来完整为止。我显示了从矩阵(0,1)创建的字母。
...但是我不知道如何将它们组合成一个词。 如何加入这些信件?
到目前为止,这是我得到的:
砖块
local Bricks = display.newGroup() -- static object
local Events = require("Events")
local Levels = require("Levels")
local sound = require("Sound")
local physics = require("physics")
local Sprites = require("Sprites")
local Func = require("Func")
local brickSpriteData =
{
{
name = "brick",
frames = {Sprites.brick}
},
{
name = "brick2",
frames = {Sprites.brick2}
},
{
name = "brick3",
frames = {Sprites.brick3}
},
}
-- animation table
local brickAnimations = {}
Sprites:CreateAnimationTable
{
spriteData = brickSpriteData,
animationTable = brickAnimations
}
-- get size from temp object for later use
local tempBrick = display.newImage('red_apple_20.png',300,500)
--local tempBrick = display.newImage('cheryGreen2.png',300,500)
local brickSize =
{
width = tempBrick.width,
height = tempBrick.height
}
--tempBrick:removeSelf( )
----------------
-- Rubble -- needs to be moved to its own file
----------------
local rubbleSpriteData =
{
{
name = "rubble1",
frames = {Sprites.rubble1}
},
{
name = "rubble2",
frames = {Sprites.rubble2}
},
{
name = "rubble3",
frames = {Sprites.rubble3}
},
{
name = "rubble4",
frames = {Sprites.rubble4}
},
{
name = "rubble5",
frames = {Sprites.rubble5}
},
}
local rubbleAnimations = {}
Sprites:CreateAnimationTable
{
spriteData = rubbleSpriteData,
animationTable = rubbleAnimations
}
local totalBricksBroken = 0 -- used to track when level is complete
local totalBricksAtStart = 0
-- contains all brick objects
local bricks = {}
local function CreateBrick(data)
-- random brick sprite
local obj = display.newImage('red_apple_20.png')
local objGreen = display.newImage('cheryGreen2.png')
obj.name = "brick"
obj.x = data.x --or display.contentCenterX
obj.y = data.y --or 1000
obj.brickType = data.brickType or 1
obj.index = data.index
function obj:Break()
totalBricksBroken = totalBricksBroken + 1
bricks[self.index] = nil
obj:removeSelf( )
sound.play(sound.breakBrick)
end
function obj:Update()
if(self == nil) then
return
end
if(self.y > display.contentHeight - 20) then
obj:Break()
end
end
if(obj.brickType ==1) then
physics.addBody( obj, "static", {friction=0.5, bounce=0.5 } )
elseif(obj.brickType == 2) then
physics.addBody( objGreen,"static",{friction=0.2, bounce=0.5, density = 1 } )
end
return obj
end
local currentLevel = testLevel
-- create level from bricks defined in an object
-- this allows for levels to be designed
local function CreateBricksFromTable(level)
totalBricksAtStart = 0
local activeBricksCount = 0
for yi=1, #level.bricks do
for xi=1, #level.bricks[yi] do
-- create brick?
if(level.bricks[yi][xi] > 0) then
local xPos
local yPos
if(level.align == "center") then
--1100-((99*16)*0.5)
xPos = display.contentCenterX- ((level.columns * brickSize.width) * 0.5/3) + ((xi-1) * level.xSpace)--display.contentCenterX
--xPos = 300 +(xi * level.xSpace)
yPos = 100 + (yi * level.ySpace)--100
else
xPos = level.xStart + (xi * level.xSpace)
yPos = level.yStart + (yi * level.ySpace)
end
local brickData =
{
x = xPos,
y = yPos,
brickType = level.bricks[yi][xi],
index = activeBricksCount+1
}
bricks[activeBricksCount+1] = CreateBrick(brickData)
activeBricksCount = activeBricksCount + 1
end
end
end
totalBricks = activeBricksCount
totalBricksAtStart = activeBricksCount
end
-- create bricks for level --> set from above functions, change function to change brick build type
local CreateAllBricks = CreateBricksFromTable
-- called by a timer so I can pass arguments to CreateAllBricks
local function CreateAllBricksTimerCall()
CreateAllBricks(Levels.currentLevel)
end
-- remove all brick objects from memory
local function ClearBricks()
for i=1, #bricks do
bricks[i] = nil
end
end
-- stuff run on enterFrame event
function Bricks:Update()
-- update individual bricks
if(totalBricksAtStart > 0) then
for i=1, totalBricksAtStart do
-- brick exists?
if(bricks[i]) then
bricks[i]:Update()
end
end
end
-- is level over?
if(totalBricksBroken == totalBricks) then
Events.allBricksBroken:Dispatch()
end
end
----------------
-- Events
----------------
function Bricks:allBricksBroken(event)
-- cleanup bricks
ClearBricks()
local t = timer.performWithDelay( 1000, CreateAllBricksTimerCall)
--CreateAllBricks()
totalBricksBroken = 0
-- play happy sound for player to enjoy
sound.play(sound.win)
print("You Win!")
end
Events.allBricksBroken:AddObject(Bricks)
CreateAllBricks(Levels.currentLevel)
return Bricks
Levels.lua
local Events = require("Events")
local Levels = {}
local function MakeLevel(data)
local level = {}
level.xStart = data.xStart or 100
level.yStart = data.yStart or 100
level.xSpace = data.xSpace or 23
level.ySpace = data.ySpace or 23
level.align = data.align or "center"
level.columns = data.columns or #data.bricks[1]
level.bricks = data.bricks --> required
return level
end
Levels.test4 = MakeLevel
{
bricks =
{
{0,2,0,0,2,0,0,2,0},
{0,0,2,0,2,0,2,0,0},
{0,0,0,0,2,0,0,0,0},
{1,1,2,1,1,1,2,1,1},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
}
}
Levels.test5 = MakeLevel
{
bricks =
{
{0,0,0,1,0,0,0,0},
{0,0,1,0,1,0,0,0},
{0,0,1,0,1,0,0,0},
{0,1,0,0,0,1,0,0},
{0,1,1,1,1,1,0,0},
{1,0,0,0,0,0,1,0},
{1,0,0,0,0,0,1,0},
{1,0,0,0,0,0,1,0},
{1,0,0,0,0,0,1,0}
}
}
-- Levels.test6 = MakeLevel2
-- {
-- bricks =
-- {
----A "a" = {{0,0,0,1,0,0,0,0},
-- {0,0,1,0,1,0,0,0},
-- {0,0,1,0,1,0,0,0},
-- {0,1,0,0,0,1,0,0},
-- {0,1,1,1,1,1,0,0},
-- {1,0,0,0,0,0,1,0},
-- {1,0,0,0,0,0,1,0},
-- {1,0,0,0,0,0,1,0},
-- {1,0,0,0,0,0,1,0}},
----B
-- "b" = {{1,1,1,1,0,0,0},
-- {1,0,0,0,1,0,0},
-- {1,0,0,0,1,0,0},
-- {1,0,0,0,1,0,0},
-- {1,1,1,1,0,0,0},
-- {1,0,0,0,1,0,0},
-- {1,0,0,0,0,1,0},
-- {1,0,0,0,0,1,0},
-- {1,1,1,1,1,0,0}},
--...........
--.......
--...
-- --Z
-- "z"= {{1,1,1,1,1,1,1,0},
-- {0,0,0,0,0,1,0,0},
-- {0,0,0,0,1,0,0,0},
-- {0,0,0,0,1,0,0,0},
-- {0,0,0,1,0,0,0,0},
-- {0,0,1,0,0,0,0,0},
-- {0,0,1,0,0,0,0,0},
-- {0,1,0,0,0,0,0,0},
-- {1,1,1,1,1,1,1,0}}
-- }
-- }
-- stores all levels in ordered table so that one can be selected randomly by index
Levels.levels =
{
--Levels.test4,
Levels.test5
-- Levels.test6,
}
function Levels:GetRandomLevel()
return self.levels[math.random(#Levels.levels)]
end
Levels.notPlayedYet = {}
Levels.currentLevel = Levels:GetRandomLevel()
-- Events
function Levels:allBricksBroken(event)
self.currentLevel = Levels:GetRandomLevel()
end
Events.allBricksBroken:AddObject(Levels)
return Levels
到目前为止,我已经完成了与外部下载相同的工作:http://www.mediafire.com/download/1t89ftkbznkn184/Breakout2.rar
最佳答案
为了真正回答这个问题:
我不确定100%表示“如何加入这些字母”是什么意思,但是通过仔细阅读代码,我有一个猜测,因此请澄清它是否准确,或者我对您想要的内容是否有错。
场景1
您尚未成功实现屏幕截图中显示的图像-您已经能够绘制一个字母,但不能绘制多个字母。
在这种情况下,您需要更好地了解您的代码在做什么。 CreateBricksFromTable
函数接收一个Level对象,该对象由MakeLevel
函数从具有bricks
属性的表中创建,该表是表示表中具有列的行的表,该表显示每个位置的砖块类型。在注释掉的级别上,您创建了一个表,其中bricks
字段包含每个字母的字段,但是MakeLevel
函数仍然需要直接包含块网格的bricks
字段。您将不得不-看起来像您尝试的-创建一个MakeWordLevel
函数(或类似函数),该函数接受此字母列表,并为每行设置一个单词,并通过将适当的字母复制到其中来构造更大的网格。
StackOverflow不是您的编程辅导员,一个SO问题也不是让人们为您编写代码或逐步了解如何执行此操作的正确论坛,但我将为您提供基本的概述。您的函数如下所示:
local function MakeWordLevel(data, line1, line2)
local level = {}
...
return level
end
然后必须:MakeLevel
进行level.columns
)bricks
属性相同的格式创建一个表,但其大小足以容纳所有字母line1
和line2
),从现在的test6
数组中找到正确的字母数据,然后将该数据复制到大表level.bricks
这个问题已经超出了what StackOverflow is intended for的范围,因为它询问如何实现功能而不是完成小的特定编程任务,因此任何进一步的跟进都应该在聊天室中进行-Hello World session 室可能会有所帮助。
方案2:
这是我最初的猜测,但是在考虑并阅读了以往的编辑后,我怀疑这是否在回答正确的问题
您可能需要一个实心的“背景”,例如红色的块,将字母围起来,并使该字段成为实心的“墙”,并用不同的颜色命名。您可能希望这些积木一次慢慢出现。
在这种情况下,您需要做的主要事情就是跟踪名称砖“占用”了哪些空间。有很多方法可以做到这一点,但我将从一个矩阵开始进行跟踪,该矩阵与最终的比赛 field 一样大,全为0。然后,在为名称添加积木时,根据该块的坐标在该矩阵的x,y位置设置1。
当您想填充背景时,每次您要在坐标处添加一个块时,请在尝试添加一个块之前检查“已摄取”矩阵-如果已使用(1),则跳过它并移至下一个坐标。
如果您要顺序填充背景块(例如,从左到右,从上到下),或者要随机添加它们,则此方法有效。使用random时,您还希望不断更新“taken”矩阵,因此您不会尝试添加两次块。
但是,随机填充存在其自身的问题-它将继续花费更长的时间来填充,因为它将发现越来越多的“已拾取”块,并且必须选择一个新的块。当然,有解决方案,但是当我不知道那是否是您想要的东西时,我不会走太远。
关于matrix - 将Corona SDK中的图块加入一个单词来代表Breakout游戏网格?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/38484433/