使用Corona SDK将值保存到Lua中的另一个文档
每当调用gameOver函数时,我都试图将高分保存到表中 当我返回应用程序并尝试读取高分时,它们显示为新文本,其中文本设置为该级别的正确高分 但它没有做它应该做的。我可以读取高分级别,但当我尝试更改表中的值时,高分文本不会更改 我有一个main.lua和一个myData.lua-高分表应该放在myData.lua中,以便从游戏中的各个级别达到它。 这是我的桌子使用Corona SDK将值保存到Lua中的另一个文档,lua,global-variables,coronasdk,lua-table,Lua,Global Variables,Coronasdk,Lua Table,每当调用gameOver函数时,我都试图将高分保存到表中 当我返回应用程序并尝试读取高分时,它们显示为新文本,其中文本设置为该级别的正确高分 但它没有做它应该做的。我可以读取高分级别,但当我尝试更改表中的值时,高分文本不会更改 我有一个main.lua和一个myData.lua-高分表应该放在myData.lua中,以便从游戏中的各个级别达到它。 这是我的桌子 highScores = { 1, 2, 3, 4, 5, 6, 7 }
highScores = {
1,
2,
3,
4,
5,
6,
7
}
我试图用
highScores[1] = score
其中score是游戏中的分数计数
我意识到这不是解决问题的方法,我在谷歌上找到的东西对于我认为简单的任务来说似乎过于复杂了
我做错了什么
这是我的整个level1.lua-正在运行并试图将其分数保存到highScore表level1.lua的实际级别:
local composer = require( "composer" )
local scene = composer.newScene()
local myData = require( "myData" )
local physics = require("physics")
physics.setDrawMode( "hybrid" )
-- forward references
local w = display.actualContentWidth
local h = display.actualContentHeight
local dropCount = 0
local spawnShit = 0
local allowDrop = 1
local spawnTime = 17
local countdownTimer
local score
local gX = 0
local gY = 0
score = 0
local countDownNumber = 10
local gameOver
local scoreT = display.newText( {text="Score: "..score, font=system.nativeSystemFont, fontSize=14,} )
scoreT.x = w * 0.5
scoreT.y = h * 0.1
local countDownText = display.newText( {text="", font=system.nativeSystemFont, fontSize=14} )
countDownText.x = w * 0.5
countDownText.y = h * 0.2
local drop01 = display.newImage("drop01.png")
drop01.x = -100
local drop02 = display.newImage("drop02.png")
drop02.x = -100
local drop03 = display.newImage("drop03.png")
drop03.x = -100
local drop04 = display.newImage("drop04.png")
drop04.x = -100
local timerSpawn
local timer2
-- Display objects
local background = display.newImage( "bluebg.png" )
background.x = w*0.5
background.y = h*0.5
background.width = w
background.height = h
local bckBtn = display.newText({text="<--BACK", font=system.nativeSystemFont, fontSize=14})
bckBtn.x = 50
bckBtn.y = 20
local egon = display.newImage( "Egon.png" )
egon.x = w*0.5
egon.y = h*0.85
egon.width = 100
egon.height = 97
local destroyAll = display.newRect( 0, h, w, 10 )
destroyAll.width = w*2
destroyAll.alpha = 0
local overlayBg = display.newRect( -500, -500, w, h )
overlayBg:setFillColor( 0, 0, 0 )
overlayBg.alpha = 0.4
--functions
function gameOver ()
if timerSpawn == nil then
else
timer.cancel(timerSpawn)
timerSpawn = nil
spawnShit = 0
end
if countdownTimer == nil then
else
timer.cancel(countdownTimer)
countdownTimer = nil
end
highScores[1] = score
transition.to( overlayBg, {x=w/2, y=h/2, time=500 } )
end
function goBack (event)
if "began" == event.phase then
gameOver()
if timerSpawn == nil then
else
timer.cancel(timerSpawn)
end
if countdownTimer == nil then
else
timer.cancel(countdownTimer)
end
elseif event.phase == "ended" then
timer2 = timer.performWithDelay(1000, function()
composer.gotoScene("select", "fade", 500)
end)
if overlayBg == nil then
else
overlayBg:removeSelf( )
end
return true
end
return true
end
function moveEgon (event)
if "moved" == event.phase then
egon.x = event.x
end
end
------------------------------------------------vvv---------------------------------------------------
------------------------------------------------vvv---------------------------------------------------
------------------------------------------------vvv---------------------------------------------------
function spawnObjects (event)
dropCount = math.random(1,4)
--if stopTimer == 1 then
-- timerSpawn = nil
--spawnShit = nil
--end
if spawnShit == 1 then
print( 'spawnShit' )
if dropCount == 1 then
-- Drop01 function and settings
drop01 = display.newImage( "drop01.png" )
drop01.x = math.random(10, 470)
drop01.y = -40
drop01.width = 50
drop01.height = 50
drop01.myName = "01"
physics.addBody( drop01, "dynamic", {density=0.9, friction=0.1, bounce=0.8 } )
elseif dropCount == 2 then
--Do shit for drop02
drop02 = display.newImage( "drop02.png" )
drop02.x = math.random(10, 470)
drop02.y = -40
drop02.width = 50
drop02.height = 50
drop02.myName = "02"
physics.addBody( drop02, "dynamic", {density=0.9, friction=0.1, bounce=0.8 } )
elseif dropCount == 3 then
drop03 = display.newImage( "drop03.png" )
drop03.x = math.random(10, 470)
drop03.y = -40
drop03.width = 50
drop03.height = 50
drop03.myName = "03"
physics.addBody( drop03, "dynamic", {density=0.9, friction=0.1, bounce=0.8 } )
elseif dropCount == 4 then
drop04 = display.newImage( "drop04.png" )
drop04.x = math.random(10, 470)
drop04.y = -40
drop04.width = 50
drop04.height = 50
drop04.myName = "04"
physics.addBody( drop04, "dynamic", {density=0.9, friction=0.1, bounce=0.8 } )
end
end
return true
end
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
function onCollision (event)
if "began" == event.phase then
--v--do shit when touching surface
if event.other.myName == "01" then
-- Do shit for drop01 --
-- Change score, powersups etc
event.other:removeSelf( )
score = score+1
countDownNumber = countDownNumber + 10
scoreT.text = "Score: "..score
end
if event.other.myName == "02" then
-- Do shit for drop02 --
-- Change score, powersups etc
event.other:removeSelf( )
score = score+1
scoreT.text = "Score: "..score
end
if event.other.myName == "03" then
-- Do shit for drop03 --
-- Change score, powersups etc
event.other:removeSelf( )
score = score-1
scoreT.text = "Score: "..score
end
if event.other.myName == "04" then
-- Do shit for drop04 --
-- Change score, powersups etc
event.other:removeSelf( )
score = score-1
scoreT.text = "Score: "..score
end
elseif "ended" == event.phase then
-- Do shit when leaving surfaces
end
return true
end
------------------------------------------------vvv---------------------------------------------------
------------------------------------------------vvv---------------------------------------------------
------------------------------------------------vvv---------------------------------------------------
function showCountDown (event)
-- Condition to show and hide countdown
if countDownNumber <= 1 or score == -1 then
spawnShit = 0
countDownNumber = 0
timer.cancel(timerSpawn)
timer.cancel(countdownTimer)
countdownTimer = nil
highScores[1] = score
print( 'NO MORE SPAAAAAAAAAAAAAAAWWNS' )
end
if countDownNumber >= 1 then
countDownNumber = countDownNumber -1
countDownText.text = countDownNumber
spawnShit = 1
end
return true
end
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
function destroy (event)
if "began" == event.phase then
event.other:removeSelf( )
else if "ended" == event.phase then
end
return true
end
end
--function scene:create( event )
function scene:create( event )
local sceneGroup = self.view
-- Initialize the scene here.
-- Example: add display objects to "sceneGroup", add touch listeners, etc
--Listeners
background:addEventListener( "touch", moveEgon )
bckBtn:addEventListener( "touch", goBack )
egon:addEventListener( "collision", onCollision )
destroyAll:addEventListener( "collision", destroy )
--SceneGroup insert
sceneGroup:insert( background )
sceneGroup:insert(egon)
sceneGroup:insert(bckBtn)
sceneGroup:insert(drop01)
sceneGroup:insert(drop02)
sceneGroup:insert(drop03)
sceneGroup:insert(drop04)
sceneGroup:insert(scoreT)
sceneGroup:insert(countDownText)
sceneGroup:insert(overlayBg)
sceneGroup:insert(destroyAll)
end
-- "scene:show()"
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is still off screen (but is about to come on screen).
elseif ( phase == "did" ) then
-- Called when the scene is now on screen.
-- Insert code here to make the scene come alive.
-- Example: start timers, begin animation, play audio, etc.
physics.start( )
gX = 0
gY = 10
physics.setGravity( gX, gY )
timercount = 10
spawnShit = 1
score = 0
scoreT.text = "Score: "..score
-- ADD physic bodies ----
physics.addBody( egon, "static", {density=0.1, friction=0.1, bounce=0.8 } )
physics.addBody( destroyAll, "static", {density=0.1, friction=0.1, bounce=0.1 } )
countDownNumber = 10
if countdownTimer == nil then
countdownTimer = timer.performWithDelay( 1000, showCountDown, 0 )
else
end
----------- Timers ------------
if timerSpawn == nil then
timerSpawn = timer.performWithDelay(500, spawnObjects, 0 )
else
end
end
end
-- "scene:hide()"
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is on screen (but is about to go off screen).
-- Insert code here to "pause" the scene.
-- Example: stop timers, stop animation, stop audio,
--timer.pause( timerSpawn )
physics.stop()
spawnShit = nil
score = nil
timerSpawn = nil
countdownTimer = nil
overlayBg = nil
--timer.cancel(timerSpawn)
physics.removeBody( egon )
elseif ( phase == "did" ) then
-- Called immediately after scene goes off screen.
end
end
-- "scene:destroy()"
function scene:destroy( event )
local sceneGroup = self.view
-- Called prior to the removal of scene's view ("sceneGroup").
-- Insert code here to clean up the scene.
-- Example: remove display objects, save state, etc.
bckBtn:removeEventListener("touch", goBack )
egon:removeEventListener("touch", moveEgon )
end
-- -------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -------------------------------------------------------------------------------
return scene
好的。分数正在保存。问题在于我显示分数文本的方式,因为它没有重新加载,只是重新使用了旧值 修正: 我加了一个
score01.text = highScore[1]
每次场景显示时,当选择屏幕显示时,它会自动更新分数。I Understand highScore在gameOver函数的范围内,因为您不会得到任何零值索引错误。但您确定要更改的表在范围内吗?也许你正在换另一张高分的本地桌子?你可能想给出更多的细节,也许是你的整个代码?我可以试着发布有问题的代码,当然。我没有收到任何错误,只是好像highScore表被重置为其原始值。@W.B.我已向level1.lua文件添加了一个下载链接。它包含了我用于此目的的所有代码。好吧,让我们重新开始。您如何知道您的分数未分配到该表?你怎么查的?你真正想做什么?将分数分配给表格的第一个元素,也就是你现在正在做的事情,或者将它放在highScore表格的末尾?我使用的是一个级别选择屏幕,有7个级别,它们的文本显示设置为highScore[1],highScore[2],依此类推。因此,当我在级别选择屏幕上时,我可以看到级别1、级别2等等。当我完成第1级时,应该将文本从1改为任何高分[1]。是的,我试着把它分配给第一个元素,作为1级的高分,那么到级将称为高分[2]。我是Lua的新手,所以我不确定是否有更简单的方法,但我喜欢尝试错误。