Function 在Corona中一个接一个地正确执行功能?
所以我几天来一直在想办法解决这个问题。我正在用Corona做一个简单的方块码游戏,但我无法让play按钮的功能按顺序实际运行。我有九个不同的盒子,应该一个接一个地播放放入其中的动作,但是相反,所有的东西都在一个大的函数中一起播放。 它的代码有点长,因为它应该检测什么块函数存在或不存在Function 在Corona中一个接一个地正确执行功能?,function,coronasdk,Function,Coronasdk,所以我几天来一直在想办法解决这个问题。我正在用Corona做一个简单的方块码游戏,但我无法让play按钮的功能按顺序实际运行。我有九个不同的盒子,应该一个接一个地播放放入其中的动作,但是相反,所有的东西都在一个大的函数中一起播放。 它的代码有点长,因为它应该检测什么块函数存在或不存在 --------------------------------------------- -----button image------ local play = display.newImage ("GoB
---------------------------------------------
-----button image------
local play = display.newImage ("GoButton.png")
play.x = display.contentWidth /2 - 140
play.y = display.contentHeight /2 + 20
------later used Variables---
local b1 = 0
local b2 = 0
local b3 = 0
local b4 = 0
local b5 = 0
local b6 = 0
local b7 = 0
local b8 = 0
local b9 = 0
-----Play button code-----
function play:tap ( event )
function play1 ()
-------------------------Box 1------------------------------------------
if b1 == 0 then
Mascot.alpha = 1
end
if b1 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b1 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b1 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b1 == 4 then
Mascot.alpha = 0.5
end
if b1 == 5 then
Mascot.xScale = -1
end
end
function play2 ()
-------------------------Box 2------------------------------------------
if b2 == 0 then
Mascot.alpha = 1
end
if b2 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b2 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b2 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b2 == 4 then
Mascot.alpha = 0.5
end
if b2 == 5 then
Mascot.xScale = -1
end
end
timer.performWithDelay( 5000, play2)
function play3 ()
-------------------------Box 3------------------------------------------
if b3 == 0 then
Mascot.alpha = 1
end
if b3 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b3 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b3 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b3 == 4 then
Mascot.alpha = 0.5
end
if b3 == 5 then
Mascot.xScale = 1
end
end
timer.performWithDelay( 5000, play3)
function play4 ()
-------------------------Box 4------------------------------------------
if b4 == 0 then
Mascot.alpha = 1
end
if b4 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b4 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b4 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b4 == 4 then
Mascot.alpha = 0.5
end
if b4 == 5 then
Mascot.xScale = -1
end
end
timer.performWithDelay( 5000, play4)
function play5 ()
-------------------------Box 5------------------------------------------
if b5 == 0 then
Mascot.alpha = 1
end
if b5 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b5 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b5 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b5 == 4 then
Mascot.alpha = 0.5
end
if b5 == 5 then
Mascot.xScale = -1
end
end
timer.performWithDelay( 5000, play5)
function play6 ()
-------------------------Box 6------------------------------------------
if b6 == 0 then
Mascot.alpha = 1
end
if b6 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b6 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b6 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b6 == 4 then
Mascot.alpha = 0.5
end
if b6 == 5 then
Mascot.xScale = -1
end
end
timer.performWithDelay( 5000, play6)
function play7 ()
-------------------------Box 7------------------------------------------
if b7 == 0 then
Mascot.alpha = 1
end
if b7 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b7 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b7 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b7 == 4 then
Mascot.alpha = 0.5
end
if b7 == 5 then
Mascot.xScale = -1
end
end
timer.performWithDelay( 5000, play7)
function play8 ()
-------------------------Box 8------------------------------------------
if b8 == 0 then
Mascot.alpha = 1
end
if b8 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b8 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b8 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b8 == 4 then
Mascot.alpha = 0.5
end
if b8 == 5 then
Mascot.xScale = -1
end
end
timer.performWithDelay( 5000, play8)
function play9 ()
-------------------------Box 9------------------------------------------
if b9 == 0 then
Mascot.alpha = 1
end
if b9 == 1 then
Mascot:applyLinearImpulse( 1, 0, Mascot.x, Mascot.y )
end
if b9 == 2 then
Mascot:applyLinearImpulse( -1, 0, Mascot.x, Mascot.y )
end
if b9 == 3 then
Mascot:applyLinearImpulse( 0, -1, Mascot.x, Mascot.y )
end
if b9 == 4 then
Mascot.alpha = 0.5
end
if b9 == 5 then
Mascot.xScale = -1
end
b1 = 0
b2 = 0
b3 = 0
b4 = 0
b5 = 0
b6 = 0
b7 = 0
b8 = 0
b9 = 0
if walk == 1 then
walkSpawn:removeSelf()
walk = 0
end
if attack == 1 then
attackSpawn:removeSelf()
attack = 0
end
if jump == 1 then
jumpSpawn:removeSelf()
jump = 0
end
if flip == 1 then
flipSpawn:removeSelf()
flip = 0
end
if face == 1 then
faceSpawn:removeSelf()
face = 0
end
end
timer.performWithDelay( 5000, play9)
print ("derp")
Runtime:addEventListener("enterFrame", play1)
Runtime:addEventListener("enterFrame", play2)
Runtime:addEventListener("enterFrame", play3)
Runtime:addEventListener("enterFrame", play4)
Runtime:addEventListener("enterFrame", play5)
Runtime:addEventListener("enterFrame", play6)
Runtime:addEventListener("enterFrame", play7)
Runtime:addEventListener("enterFrame", play8)
Runtime:addEventListener("enterFrame", play9)
end
play:addEventListener("tap", play)
---------------------------------------
如果有人能帮忙,那将是一个巨大的帮助,谢谢。好的!首先,我认为你不了解“enterFrame”监听器的功能。 当你添加代码时
Runtime:addEventListener("enterFrame", play1)
对于游戏的每一帧(大约每秒执行30帧),将执行函数play1。在上面的代码中,您为每个函数添加了一个“enterFrame”侦听器,并在每个点击事件中添加了一个。因此每个函数将在每个帧中被多次调用。除非我大错特错,否则这可能不是你想要的
因为您已经使用
timer.performWithDelay( 5000, play<n>)
timer.performWithDelay(5000,播放)
您应该删除Enterframe侦听器
你到底想在这里实现什么?如果你能说得更具体些,帮助你会更容易谢谢你的回复。当我删除EventListeners时,函数根本不响应。我正在尝试创建一种像Scratch Coding这样的编码模拟游戏,我有一些“代码”块,你可以把它们拖到一个盒子里。根据用户拥有的块的顺序,我希望机器人在按下播放按钮时采取适当的动作。只有九个可能的点可以将块拖动到其中,还有五个不同的函数,因为我想让它保持相当简单。