将Corona SDK中的图块加入到Breakout游戏网格的一个单词中?

ngu*_*ien 76 lua matrix breakout coronasdk

我有一个游戏项目来重新实现Breakout.我想在一行上显示两个单词,每个单词.它们由砖块连接在一起.在里面,顶行是第一个名称,左对齐.底线是姓氏,右对齐.它们是从文本框输入的,如下所示呈现:

如上所述

通过的每一秒,屏幕将向网格添加可配置数量的砖块(例如,每秒五块砖块),直到两个单词看起来完整.我显示了一个由矩阵(0,1)创建的字母表.

......但我不知道如何将它们合并为一个词.我该如何加入这些信件?

这是我到目前为止所得到的:

Bricks.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
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Levels.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
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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

cin*_*ada 4

为了实际回答这个问题:

我不是 100% 确定你所说的“我怎样才能加入这些字母”是什么意思,但是通过浏览代码我有一个猜测,所以请澄清它是否准确,或者我是否对你想要的内容有误。

场景1

您尚未成功获得屏幕截图中所示的图像 - 您只能绘制一个字母,但不能绘制多个字母。

在这种情况下,您需要更好地了解代码的用途。该CreateBricksFromTable函数接受一个 Level 对象,该对象是由该MakeLevel函数从具有属性的表创建的bricks,该表是一个表组成的表,表示行和列,显示每个位置应该是什么类型的砖块。在注释掉的级别中,您创建了一个表,其中字段bricks包含每个字母的字段,但该MakeLevel函数仍然需要一个bricks直接包含块网格的字段。您将必须 - 就像您尝试的那样 - 创建一个MakeWordLevel函数(或类似的函数),该函数接受这个字母列表和每行一个单词,并通过将适当的字母复制到其中来构造一个更大的网格。

StackOverflow 不是你的编程导师,SO 问题也不是让人们为你编写代码或详细了解如何执行此操作的正确论坛,但我会给你留下一个基本的轮廓。你的函数看起来像这样:

local function MakeWordLevel(data, line1, line2)
    local level = {}
    ...
    return level
end
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然后必须:

  • MakeLevel填充所有相同的属性
  • level.columns计算所有字母的水平面应有多宽 ( )
  • 创建一个与属性格式相同的表bricks,但足够大以容纳所有字母
  • 遍历输入字符串 (line1line2),从现在的test6数组中找到正确的字母数据,并将该数据复制到大表中
  • 将该表分配为level.bricks

这个问题已经有点超出了StackOverflow 的目的,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,因此任何进一步的后续操作都应该在聊天室中进行 - 也许Hello World房间会乐于助人。

场景2:

这是我最初的猜测,但在考虑和阅读过去的编辑之后,我怀疑这是否回答了正确的问题

您可能需要一个坚实的“背景”,例如红色块,围绕您的字母并使该字段成为坚实的“墙”,名称采用不同的颜色。您可能希望这些砖块一次慢慢地出现一些。

在这种情况下,您需要做的主要事情是跟踪名称砖“占据”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 - 与最终的比赛场地一样大 - 充满了 0。然后,当您添加名称的砖块时,根据该砖块的坐标在该矩阵中的 x,y 位置设置 1。

当您想要填充背景时,每次在某个坐标处添加块时,请在尝试添加块之前检查“已采取”矩阵 - 如果已采取(1),则跳过它并移至下一个协调。

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,则此方法有效。对于随机,您还需要不断更新“采取的”矩阵,这样您就不会尝试两次添加块。

然而,随机填充也存在其自身的问题——随着填充的进行,它会花费更长的时间来填充,因为它会发现越来越多的“被占用”块,并且必须选择一个新的块。当然,有一些解决方案,但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。