我有一个游戏项目要重新实现Breakout .我想显示两个单词,每个单词在一行上。它们由砖块连接。在里面,顶行是名字,左对齐。底线是姓氏,右对齐。它们是从文本框输入的,并呈现如下所示:
每一秒过去,屏幕都会向网格中添加可配置数量的积木(例如,每秒五块积木),直到这两个词显示完整。我显示了一个从矩阵(0,1)创建的字母表。
......但我不知道如何将它们合并为一个词。 我怎样才能加入这些信件?
这是我到目前为止得到的:
砖块.lua
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
级别.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
到目前为止我所做的工作(与上面相同)作为外部下载:http://www.mediafire.com/download/1t89ftkbznkn184/Breakout2.rar
最佳答案
为了实际回答问题:
我不是 100% 确定您所说的“我如何加入这些字母”是什么意思,但是通过查看代码我有一个猜测,所以请澄清它是否准确,或者我是否对您想要的内容有误。
场景一
您还没有成功实现屏幕截图中所示的图像 - 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
创建来自带有 bricks
的表的函数属性,它是一个表格表格,表示其中有列的行,显示每个位置应该是什么类型的砖。在注释掉的级别中,您创建了一个表,其中 bricks
字段包含每个字母的字段,但 MakeLevel
函数仍然需要 bricks
直接包含块网格的字段。您将不得不 - 就像您尝试过的那样 - 创建一个 MakeWordLevel
函数(或类似函数)获取这个字母列表,每行一个单词,并通过将适当的字母复制到其中来构建更大的网格。
StackOverflow 不是您的编程导师,SO 问题也不是让人们为您编写代码或详细了解如何执行此操作的正确论坛,但我会给您一个基本的大纲。你的函数看起来像这样:
local function MakeWordLevel(data, line1, line2)
local level = {}
...
return level
end
然后必须:MakeLevel
相同的属性是否level.columns
)bricks
格式相同的表属性,但足够容纳所有字母 line1
和 line2
),从现在的 test6
中找到正确的字母数据数组,然后将该数据复制到大表中 level.bricks
这个问题已经有点超出 what StackOverflow is intended for因为它询问如何实现一个功能而不是实现一个小的、特定的编程任务,所以任何进一步的跟进都应该在聊天室中进行——也许是 Hello World房间会很有帮助。
场景2:
这是我最初的猜测,但在考虑并阅读过去的编辑后,我怀疑这是在回答正确的问题
您可能需要一个坚实的“背景”,例如,红色块,围绕着您的字母并使该字段成为一个坚实的“墙”,名称具有不同的颜色。您可能希望这些砖块一次慢慢出现。
在这种情况下,您需要做的主要事情是跟踪名称砖“占用”了哪些空间。有很多方法可以做到这一点,但我会从一个矩阵开始来跟踪它 - 与最终的比赛 field 一样大 - 充满 0。然后,当您为名称添加砖块时,根据该块的坐标在该矩阵中的 x,y 位置设置 1。
当您想填充背景时,每次在坐标处添加块时,请在尝试添加块之前检查“已采用”矩阵 - 如果已采用(1),则跳过它并移至下一个坐标。
如果您按顺序填充背景块(例如,从左到右,从上到下),或者如果您想随机添加它们,这将起作用。使用 random,您还希望不断更新“taken”矩阵,这样您就不会尝试添加块两次。
然而,随机填充存在其自身的问题——随着它的进行,填充将持续花费更长的时间,因为它会发现越来越多的“被占用”块并且必须选择一个新块。当然,对此有解决方案,但是当我不知道这是否是您想要的时,我不会在这条路上走得太远。
关于matrix - 将 Corona SDK 中的图 block 合并为一个词来表示 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/