corona 导演问题,无法使对象加入导演的本地组
我在将游戏屏幕插入导演的本地组时遇到问题,导致每次游戏开始时导演都会向我抱怨。
我的代码:
----------------
--mainScreen.lua
----------------
--
--mainScreen.lua
--
--The main screen for the game
--set the background back to black
module(...,package.seeall)
local director = require("director")
local localGroup
function new()
localGroup = display.newGroup()
local background = display.newRect(0,0,900,500)
background:setFillColor(0,0,0)
localGroup:insert(background)
--we need a world
local ourWorld = require("world")
localGroup:insert(ourWorld)
--need multitouch for the joystick
system.activate( "multitouch" )
--load joystick class
local joystickClass = require("joystick")
-- Add A New Joystick
joystick = joystickClass.newJoystick{
outerImage = "joystick_bottom.png", -- Outer Image - Circular - Leave Empty For Default Vector
outerAlpha = 0.7, -- Outer Alpha ( 0 - 1 )
innerImage = "joystick_middle.png", -- Inner Image - Circular - Leave Empty For Default Vector
innerAlpha = 1.0, -- Inner Alpha ( 0 - 1 )
position_x = 630, -- X Position Top - From Left Of Screen - Positions Outer Image
position_y = 340, -- Y Position - From Left Of Screen - Positions Outer Image
onMove = move -- Move Event
}
-- Print Output To Terminal
local function move( event )
if(event.joyX~=false and math.abs(event.joyX)>0.2) then
ourWorld.moveleft(event.joyX*10)
end
if(event.joyY~=false and math.abs(event.joyY)>0.2) then
if(event.joyY>0) then
if(ourWorld.abletogodown()==true) then
ourWorld.moveup(event.joyY*10)
end
elseif(event.joyY<0) then
ourWorld.moveup(event.joyY*10)
end
end
--print( event.joyX , event.joyY , event.joyAngle , event.joyVector )
end
return localGroup
end
-------------
--world.lua--
-------------
--thanks to p120ph37
--http://developer.anscamobile.com/forum/2011/01/29/object-culling-render-process-when-not-content-area#comment-26658
--
--pull in our constant variables
module(..., package.seeall)
local const= require("constants")
require("tile")
require("sprite")
require("entity")
--need a player
player = entity.new(0,0,100,100,5)
player.settex(display.newImage("player.png",0,0))
--put the constants into local vairables
local TILE_WIDTH,TILE_HEIGHT,DEPTHX,DEPTHY,RUBYLIMIT,IRONLIMIT,SCREENWIDTH,SCREENHEIGHT = unpack(const,0,table.getn(const))
--define the elements
local IRON=0
local BRONZE=1
local COBALT=2
local STEEL=3
local RHODITE=4
local GOLD=5
local PLATNIUM=6
local IRIDIUM=7
local OPAL=8
local AMETHYST=9
local EMERALD=10
local RUBY=11
local SAPPHIRE=12
local TOPAZ=13
local DIAMOND=14
local OBSIDIAN=15
local DIRT=16
local SPACE=17
--tiles are 64x64 in 576x1216 image for 9x19=171 tiles
local map = display.newGroup()
local center = display.newGroup()
player_offsetx=player.getx()
player_offsety=player.gety()+60
print(player.gettex())
center:insert(player.gettex())
map.xTiles = 200
map.yTiles = 400
map.tiles = {} -- array to hold tile ids without actually creating display objects yet
map.tiles.health = {}
map.tileWidth = 40
map.tileHeight = 40
map.tileSheet = sprite.newSpriteSheet("tiles.png", map.tileWidth, map.tileHeight)
map.tileSet = sprite.newSpriteSet(map.tileSheet, 1, 18)
map.xTilesInView = math.ceil((display.viewableContentWidth - 1) / map.tileWidth) + 2
map.yTilesInView = math.ceil((display.viewableContentHeight - 1) / map.tileHeight) + 2
map.xScroll = 0
map.yScroll = 0
--populate the group with just enough objects to cover the entire screen
for y = 0, map.yTilesInView - 1 do
for x = 0, map.xTilesInView - 1 do
local tile = sprite.newSprite(map.tileSet)
tile:setReferencePoint(display.TopLeftReferencePoint)
tile.x = x * map.tileWidth
tile.y = y * map.tileHeight
tile.isVisible = false -- everything starts hidden
map:insert(tile)
end
end
-- iterate over the visible tiles with a callback
function map.forTilesInView(f)
for y = 0, map.yTilesInView - 1 do
for x = 0, map.xTilesInView - 1 do
local tx = math.floor(map.xScroll / map.tileWidth) + x;
local ty = math.floor(map.yScroll / map.tileHeight) + y;
f(map[map.xTilesInView * y + x + 1], tx, ty)
end
end
end
-- align and update the display object grid based on the current scroll position
function map.updateDisplay()
-- align the display object grid
map.x = -(map.xScroll % map.tileWidth)
map.y = -(map.yScroll % map.tileHeight)
-- update the tile contents
map.forTilesInView(function(t, x, y)
if(x >= 0 and x < map.xTiles and y >= 0 and y < map.yTiles) then
-- tile is inside the map
t.isVisible = true
t.currentFrame = map.tiles[y * map.xTiles + x + 1]
else
-- tile is off the edge of the map
t.isVisible = false
end
end)
end
--init random function
math.randomseed(os.time())
math.random() --bug in first use
function maybe(x)
if(x<0 or x>100) then
return false
else
if(x/5>=math.random(1,100)) then
return true
end
return false
end
end
function distribute(y)
--this is for the int return
local rtn=DIRT
--start the cascade
if y<10 then
rtn = SPACE
elseif y<30 then
--3% chance of iron
if maybe(8) then
rtn=IRON
end
if maybe(5) then
rtn=OPAL
end
elseif y<60 then
if maybe(10) then
rtn=IRON
end
if maybe(1) then
rtn=OPAL
end
if maybe(1) then
rtn=BRONZE
end
elseif y<90 then
if maybe(10) then
rtn=IRON
end
if maybe(10) then
rtn=BRONZE
end
if maybe(5) then
rtn=COBALT
end
if maybe(3) then
rtn=OPAL
end
elseif y<120 then
if maybe(20) then
rtn=IRON
end
if maybe(20) then
rtn=BRONZE
end
if maybe(10) then
rtn=COBALT
end
if maybe(5) then
rtn=OPAL
end
if maybe(1) then
rtn=AMETHYST
end
elseif y<150 then
if maybe(25) then
rtn=IRON
end
if maybe(15) then
rtn=COBALT
end
if maybe(8) then
rtn=OPAL
end
if maybe(5) then
rtn=AMETHYST
end
if maybe(3) then
rtn=STEEL
end
elseif y<180 then
if maybe(20) then
rtn=COBALT
end
if maybe(10) then
rtn=STEEL
end
if maybe(8) then
rtn=AMETHYST
end
if maybe(1) then
rtn=EMERALD
end
if maybe(1) then
rtn=RUBY
end
elseif y<210 then
if maybe(20) then
rtn=STEEL
end
if maybe(5) then
rtn=EMERALD
end
if maybe(5) then
rtn=RUBY
end
if maybe(5) then
rtn=RHODITE
end
if maybe(1) then
rtn=SAPPHIRE
end
elseif y<240 then
if maybe(15) then
rtn=RHODITE
end
if maybe(6) then
rtn=RUBY
end
if maybe(5) then
rtn=SAPPHIRE
end
if maybe(2) then
rtn=PLATNIUM
end
if maybe(1) then
rtn=GOLD
end
elseif y<270 then
if maybe(12) then
rtn=GOLD
end
if maybe(10) then
rtn=PLATNIUM
end
if maybe(1) then
rtn=TOPAZ
end
elseif y<300 then
if maybe(20) then
rtn=GOLD
end
if maybe(15) then
rtn=PLATNIUM
end
if maybe(5) then
rtn=TOPAZ
end
if maybe(1) then
rtn=DIAMOND
end
elseif y<330 then
if maybe(10) then
rtn=GOLD
end
if maybe(10) then
rtn=PLATNIUM
end
if maybe(8) then
rtn=IRIDIUM
end
if maybe(5) then
rtn=DIAMOND
end
if maybe(2) then
rtn=OBSIDIAN
end
elseif y<360 then
if maybe(15) then
rtn=DIAMOND
end
if maybe(15) then
rtn=PLATNIUM
end
if maybe(10) then
rtn=IRIDIUM
end
if maybe(5) then
rtn=OBSIDIAN
end
else
if maybe(25) then
rtn=DIAMOND
end
if maybe(25) then
rtn=PLATNIUM
end
if maybe(15) then
rtn=IRIDIUM
end
if maybe(8) then
rtn=OBSIDIAN
end
end
--give back that number
return rtn
end
local theNumber
local angles = {360,90,180,270}
--randomly populate tile ids (normally this data would be loaded from a file)
for y = 0, map.yTiles - 1 do
for x = 0, map.xTiles - 1 do
theNumber = distribute(y)+1
map.tiles[#map.tiles + 1] = theNumber
--map.tiles[#map.tiles + 1].tile.rotation = angles[math.random(4)]
end
end
-- center the map and display the visible tiles
map.xScroll = 0
map.yScroll = 0
map.updateDisplay()
--move tile map
local prevX, prevY
function drag(event)
if event.phase == "began" then
prevX = event.x
prevY = event.y
elseif event.phase == "moved" then
map.xScroll = map.xScroll + prevX - event.x
map.yScroll = map.yScroll + prevY - event.y
map.updateDisplay()
prevX = event.x
prevY = event.y
end
end
--map:addEventListener("touch", drag)
function moveup(x)
--if(map.tiles[math.floor(center.y+x/TILE_HEIGHT) * map.xTiles + math.floor(center.x/TILE_WIDTH)]==SPACE+1) then
if(center.y>SCREENHEIGHT/2) then
--player.sety(player.gety()+x)
map.yScroll = map.yScroll + x
elseif(center.y<SCREENHEIGHT/2) then
center.y=center.y+x
elseif(center.y>map.yTiles*map.tileHeight-(SCREENHEIGHT/2)) then
center.y=SCREENHEIGHT/2+x
end
player_offsety = player_offsety + x
--lets check if our tile is dirt
if(tileon() == DIRT+1) then
if(map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1].health > 0) then
map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1].health = map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1].health - 1
else
map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1] = SPACE+1
end
end
--else
--print(map.tiles[math.floor(center.y/TILE_HEIGHT) * map.xTiles + math.floor(center.x/TILE_WIDTH)])
--end
map.updateDisplay()
end
function moveleft(x)
if(center.x>SCREENWIDTH/2) then
--player.setx(player.getx()+x)
map.xScroll = map.xScroll + x
elseif(center.x<SCREENWIDTH/2) then
center.x=center.x+x
elseif(center.x>map.xTiles*map.tileWidth-(SCREENWIDTH/2)) then
center.x =SCREENWIDTH/2+x
end
player_offsetx = player_offsetx + x
map.updateDisplay()
end
function abletogodown()
--this should take some time
if(tileon()==DIRT+1) then
map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1]=SPACE+1
return true
end
return false
end
function tick()
--make the player drop if he isn't on dirt.
if(tileon()==SPACE+1) then
if(center.y<SCREENWIDTH/2) then
center.y = center.y + 10
else
map.yScroll=map.yScroll+10
end
player_offsety = player_offsety + 10
end
--if the player is digging down, account for it.
--tileahead()
end
Runtime:addEventListener("enterFrame",tick)
--this function will get the tile the player is on
function tileon()
return map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1]
end
function tileahead()
print(map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1])
end
function tilebehind()
end
--[[ printing thing
for i=0,map.xTiles do
for j=0,map.yTiles do
print(map.tiles[j*map.xTiles+i])
end
print("\n")
end
--]]
在 mainScreen.lua 的第 21 行它失败了(我调用 localGroup:insert(ourWorld) 的行,我认为这是因为“ourWorld”不是纹理?)。
I have a problem inserting my gameScreen into the director's localGroup, causing director to complain at my everytime my game starts.
My code:
----------------
--mainScreen.lua
----------------
--
--mainScreen.lua
--
--The main screen for the game
--set the background back to black
module(...,package.seeall)
local director = require("director")
local localGroup
function new()
localGroup = display.newGroup()
local background = display.newRect(0,0,900,500)
background:setFillColor(0,0,0)
localGroup:insert(background)
--we need a world
local ourWorld = require("world")
localGroup:insert(ourWorld)
--need multitouch for the joystick
system.activate( "multitouch" )
--load joystick class
local joystickClass = require("joystick")
-- Add A New Joystick
joystick = joystickClass.newJoystick{
outerImage = "joystick_bottom.png", -- Outer Image - Circular - Leave Empty For Default Vector
outerAlpha = 0.7, -- Outer Alpha ( 0 - 1 )
innerImage = "joystick_middle.png", -- Inner Image - Circular - Leave Empty For Default Vector
innerAlpha = 1.0, -- Inner Alpha ( 0 - 1 )
position_x = 630, -- X Position Top - From Left Of Screen - Positions Outer Image
position_y = 340, -- Y Position - From Left Of Screen - Positions Outer Image
onMove = move -- Move Event
}
-- Print Output To Terminal
local function move( event )
if(event.joyX~=false and math.abs(event.joyX)>0.2) then
ourWorld.moveleft(event.joyX*10)
end
if(event.joyY~=false and math.abs(event.joyY)>0.2) then
if(event.joyY>0) then
if(ourWorld.abletogodown()==true) then
ourWorld.moveup(event.joyY*10)
end
elseif(event.joyY<0) then
ourWorld.moveup(event.joyY*10)
end
end
--print( event.joyX , event.joyY , event.joyAngle , event.joyVector )
end
return localGroup
end
-------------
--world.lua--
-------------
--thanks to p120ph37
--http://developer.anscamobile.com/forum/2011/01/29/object-culling-render-process-when-not-content-area#comment-26658
--
--pull in our constant variables
module(..., package.seeall)
local const= require("constants")
require("tile")
require("sprite")
require("entity")
--need a player
player = entity.new(0,0,100,100,5)
player.settex(display.newImage("player.png",0,0))
--put the constants into local vairables
local TILE_WIDTH,TILE_HEIGHT,DEPTHX,DEPTHY,RUBYLIMIT,IRONLIMIT,SCREENWIDTH,SCREENHEIGHT = unpack(const,0,table.getn(const))
--define the elements
local IRON=0
local BRONZE=1
local COBALT=2
local STEEL=3
local RHODITE=4
local GOLD=5
local PLATNIUM=6
local IRIDIUM=7
local OPAL=8
local AMETHYST=9
local EMERALD=10
local RUBY=11
local SAPPHIRE=12
local TOPAZ=13
local DIAMOND=14
local OBSIDIAN=15
local DIRT=16
local SPACE=17
--tiles are 64x64 in 576x1216 image for 9x19=171 tiles
local map = display.newGroup()
local center = display.newGroup()
player_offsetx=player.getx()
player_offsety=player.gety()+60
print(player.gettex())
center:insert(player.gettex())
map.xTiles = 200
map.yTiles = 400
map.tiles = {} -- array to hold tile ids without actually creating display objects yet
map.tiles.health = {}
map.tileWidth = 40
map.tileHeight = 40
map.tileSheet = sprite.newSpriteSheet("tiles.png", map.tileWidth, map.tileHeight)
map.tileSet = sprite.newSpriteSet(map.tileSheet, 1, 18)
map.xTilesInView = math.ceil((display.viewableContentWidth - 1) / map.tileWidth) + 2
map.yTilesInView = math.ceil((display.viewableContentHeight - 1) / map.tileHeight) + 2
map.xScroll = 0
map.yScroll = 0
--populate the group with just enough objects to cover the entire screen
for y = 0, map.yTilesInView - 1 do
for x = 0, map.xTilesInView - 1 do
local tile = sprite.newSprite(map.tileSet)
tile:setReferencePoint(display.TopLeftReferencePoint)
tile.x = x * map.tileWidth
tile.y = y * map.tileHeight
tile.isVisible = false -- everything starts hidden
map:insert(tile)
end
end
-- iterate over the visible tiles with a callback
function map.forTilesInView(f)
for y = 0, map.yTilesInView - 1 do
for x = 0, map.xTilesInView - 1 do
local tx = math.floor(map.xScroll / map.tileWidth) + x;
local ty = math.floor(map.yScroll / map.tileHeight) + y;
f(map[map.xTilesInView * y + x + 1], tx, ty)
end
end
end
-- align and update the display object grid based on the current scroll position
function map.updateDisplay()
-- align the display object grid
map.x = -(map.xScroll % map.tileWidth)
map.y = -(map.yScroll % map.tileHeight)
-- update the tile contents
map.forTilesInView(function(t, x, y)
if(x >= 0 and x < map.xTiles and y >= 0 and y < map.yTiles) then
-- tile is inside the map
t.isVisible = true
t.currentFrame = map.tiles[y * map.xTiles + x + 1]
else
-- tile is off the edge of the map
t.isVisible = false
end
end)
end
--init random function
math.randomseed(os.time())
math.random() --bug in first use
function maybe(x)
if(x<0 or x>100) then
return false
else
if(x/5>=math.random(1,100)) then
return true
end
return false
end
end
function distribute(y)
--this is for the int return
local rtn=DIRT
--start the cascade
if y<10 then
rtn = SPACE
elseif y<30 then
--3% chance of iron
if maybe(8) then
rtn=IRON
end
if maybe(5) then
rtn=OPAL
end
elseif y<60 then
if maybe(10) then
rtn=IRON
end
if maybe(1) then
rtn=OPAL
end
if maybe(1) then
rtn=BRONZE
end
elseif y<90 then
if maybe(10) then
rtn=IRON
end
if maybe(10) then
rtn=BRONZE
end
if maybe(5) then
rtn=COBALT
end
if maybe(3) then
rtn=OPAL
end
elseif y<120 then
if maybe(20) then
rtn=IRON
end
if maybe(20) then
rtn=BRONZE
end
if maybe(10) then
rtn=COBALT
end
if maybe(5) then
rtn=OPAL
end
if maybe(1) then
rtn=AMETHYST
end
elseif y<150 then
if maybe(25) then
rtn=IRON
end
if maybe(15) then
rtn=COBALT
end
if maybe(8) then
rtn=OPAL
end
if maybe(5) then
rtn=AMETHYST
end
if maybe(3) then
rtn=STEEL
end
elseif y<180 then
if maybe(20) then
rtn=COBALT
end
if maybe(10) then
rtn=STEEL
end
if maybe(8) then
rtn=AMETHYST
end
if maybe(1) then
rtn=EMERALD
end
if maybe(1) then
rtn=RUBY
end
elseif y<210 then
if maybe(20) then
rtn=STEEL
end
if maybe(5) then
rtn=EMERALD
end
if maybe(5) then
rtn=RUBY
end
if maybe(5) then
rtn=RHODITE
end
if maybe(1) then
rtn=SAPPHIRE
end
elseif y<240 then
if maybe(15) then
rtn=RHODITE
end
if maybe(6) then
rtn=RUBY
end
if maybe(5) then
rtn=SAPPHIRE
end
if maybe(2) then
rtn=PLATNIUM
end
if maybe(1) then
rtn=GOLD
end
elseif y<270 then
if maybe(12) then
rtn=GOLD
end
if maybe(10) then
rtn=PLATNIUM
end
if maybe(1) then
rtn=TOPAZ
end
elseif y<300 then
if maybe(20) then
rtn=GOLD
end
if maybe(15) then
rtn=PLATNIUM
end
if maybe(5) then
rtn=TOPAZ
end
if maybe(1) then
rtn=DIAMOND
end
elseif y<330 then
if maybe(10) then
rtn=GOLD
end
if maybe(10) then
rtn=PLATNIUM
end
if maybe(8) then
rtn=IRIDIUM
end
if maybe(5) then
rtn=DIAMOND
end
if maybe(2) then
rtn=OBSIDIAN
end
elseif y<360 then
if maybe(15) then
rtn=DIAMOND
end
if maybe(15) then
rtn=PLATNIUM
end
if maybe(10) then
rtn=IRIDIUM
end
if maybe(5) then
rtn=OBSIDIAN
end
else
if maybe(25) then
rtn=DIAMOND
end
if maybe(25) then
rtn=PLATNIUM
end
if maybe(15) then
rtn=IRIDIUM
end
if maybe(8) then
rtn=OBSIDIAN
end
end
--give back that number
return rtn
end
local theNumber
local angles = {360,90,180,270}
--randomly populate tile ids (normally this data would be loaded from a file)
for y = 0, map.yTiles - 1 do
for x = 0, map.xTiles - 1 do
theNumber = distribute(y)+1
map.tiles[#map.tiles + 1] = theNumber
--map.tiles[#map.tiles + 1].tile.rotation = angles[math.random(4)]
end
end
-- center the map and display the visible tiles
map.xScroll = 0
map.yScroll = 0
map.updateDisplay()
--move tile map
local prevX, prevY
function drag(event)
if event.phase == "began" then
prevX = event.x
prevY = event.y
elseif event.phase == "moved" then
map.xScroll = map.xScroll + prevX - event.x
map.yScroll = map.yScroll + prevY - event.y
map.updateDisplay()
prevX = event.x
prevY = event.y
end
end
--map:addEventListener("touch", drag)
function moveup(x)
--if(map.tiles[math.floor(center.y+x/TILE_HEIGHT) * map.xTiles + math.floor(center.x/TILE_WIDTH)]==SPACE+1) then
if(center.y>SCREENHEIGHT/2) then
--player.sety(player.gety()+x)
map.yScroll = map.yScroll + x
elseif(center.y<SCREENHEIGHT/2) then
center.y=center.y+x
elseif(center.y>map.yTiles*map.tileHeight-(SCREENHEIGHT/2)) then
center.y=SCREENHEIGHT/2+x
end
player_offsety = player_offsety + x
--lets check if our tile is dirt
if(tileon() == DIRT+1) then
if(map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1].health > 0) then
map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1].health = map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1].health - 1
else
map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1] = SPACE+1
end
end
--else
--print(map.tiles[math.floor(center.y/TILE_HEIGHT) * map.xTiles + math.floor(center.x/TILE_WIDTH)])
--end
map.updateDisplay()
end
function moveleft(x)
if(center.x>SCREENWIDTH/2) then
--player.setx(player.getx()+x)
map.xScroll = map.xScroll + x
elseif(center.x<SCREENWIDTH/2) then
center.x=center.x+x
elseif(center.x>map.xTiles*map.tileWidth-(SCREENWIDTH/2)) then
center.x =SCREENWIDTH/2+x
end
player_offsetx = player_offsetx + x
map.updateDisplay()
end
function abletogodown()
--this should take some time
if(tileon()==DIRT+1) then
map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1]=SPACE+1
return true
end
return false
end
function tick()
--make the player drop if he isn't on dirt.
if(tileon()==SPACE+1) then
if(center.y<SCREENWIDTH/2) then
center.y = center.y + 10
else
map.yScroll=map.yScroll+10
end
player_offsety = player_offsety + 10
end
--if the player is digging down, account for it.
--tileahead()
end
Runtime:addEventListener("enterFrame",tick)
--this function will get the tile the player is on
function tileon()
return map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1]
end
function tileahead()
print(map.tiles[math.floor(player_offsety/TILE_HEIGHT) * map.xTiles + math.floor(player_offsetx/TILE_WIDTH)+1])
end
function tilebehind()
end
--[[ printing thing
for i=0,map.xTiles do
for j=0,map.yTiles do
print(map.tiles[j*map.xTiles+i])
end
print("\n")
end
--]]
on line 21 of mainScreen.lua it fails (the line where I call localGroup:insert(ourWorld), I think it's because "ourWorld" isn't a texture?).
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我不确定,但我认为 world 不应该被插入到一个组中,因为它是另一个 lua 文件。我认为 world.lua 中的所有对象也必须单独插入到组中。当然,这只是我的猜测。
I'm not sure, but I think world should not be inserted into a group because it's another lua file. I would think all the objects in world.lua would also have to be inserted into the group individually. Of course, this is a guess on my part.