Debugging Lua-将物理添加到newSprite
我正在为一堂课制作2d平台,但我无法让物理与我的sprite工作表一起工作。 我收到错误消息:Debugging Lua-将物理添加到newSprite,debugging,lua,coronasdk,Debugging,Lua,Coronasdk,我正在为一堂课制作2d平台,但我无法让物理与我的sprite工作表一起工作。 我收到错误消息: game.lua:82: ERROR: table expected. If this is a function call, you might have used '.' instead of ':' 我尝试将行更改为“:”而不是“.”,但仍然不起作用。这是我的程序代码: sequenceData = { {name = "running", frames={6,7,8,9,10}, t
game.lua:82: ERROR: table expected. If this is a function call, you might have used '.' instead of ':'
我尝试将行更改为“:”而不是“.”,但仍然不起作用。这是我的程序代码:
sequenceData = {
{name = "running", frames={6,7,8,9,10}, time = 500, loopCount = 1},
{name = "jump", framse={5}}
}
characterSheet = graphics.newImageSheet("/images/agent.png", {sheetContentWidth = 306, sheetContentHeight = 53})
character = display.newSprite(characterSheet, sequenceData)
--character = display.newImage( "/images/agentSingle.png", 50, 50 )
--this is line 82 \/
physics.addBody(character, "dynamic", { density=1.0, friction=0.5, bounce=0.0 })
不过我还是很困惑,因为如果我使用一个新图像而不是newSprite(注释掉的行),它可以正常工作。首先检查您的精灵是否已创建,动画是否正在播放。然后再加上物理
local dummySprite = require("objects.dummySprite")
local dummySheet = graphics.newImageSheet(_G.IMAGEPATH.."DummySprite.png", dummySprite:getSheet())
local playerGroup = display.newGroup()
local sequenceData =
{
{ name="jumping", start=51, count=9, time=1000, loopCount=0 }
}
local player = display.newSprite(playerGroup, dummySheet, sequenceData)
player:setSequence("jumping")
--player.xScale = .5; player.yScale = .5 (tried scaling as well, same poor results)
player.width = 32; player.height = 32
player:setReferencePoint(display.c)
player.x = x; player.y = y; player.name = name
--Add Physics
physics.addBody(player, "static", { friction=friction, density=density, bounce=bounce, filter=_G.FILTER_PLAYER })
首先检查精灵是否已创建,动画是否正在播放。然后再加上物理
local dummySprite = require("objects.dummySprite")
local dummySheet = graphics.newImageSheet(_G.IMAGEPATH.."DummySprite.png", dummySprite:getSheet())
local playerGroup = display.newGroup()
local sequenceData =
{
{ name="jumping", start=51, count=9, time=1000, loopCount=0 }
}
local player = display.newSprite(playerGroup, dummySheet, sequenceData)
player:setSequence("jumping")
--player.xScale = .5; player.yScale = .5 (tried scaling as well, same poor results)
player.width = 32; player.height = 32
player:setReferencePoint(display.c)
player.x = x; player.y = y; player.name = name
--Add Physics
physics.addBody(player, "static", { friction=friction, density=density, bounce=bounce, filter=_G.FILTER_PLAYER })