绘制 table 多种类型
Draw table of multiple types
我有两个僵尸对象,一个是Grunt
,一个是Runner
。
我的 Grunt.lua
文件:
function InitGrunt()
grunt = {}
grunt.x = 0
grunt.y = 0
grunt.speed = 120
grunt.hitBox = (sprites.grunt:getHeight() + sprites.grunt:getWidth())/2
grunt.hit = false
gruntDefCD = 2
gruntCD = gruntDefCD
gruntMinCD = 0.4
gruntTimer = gruntCD
gruntTimerDecr = 0.8
end
function SpawnGrunt()
local side = math.random(1, 4)
--randomize spawn position
table.insert( zombies, grunt )
end
和我的 Runner.lua
:
function InitRunner()
runner = {}
runner.x = 0
runner.y = 0
runner.speed = 240
runner.hitBox = (sprites.runner:getWidth() + sprites.runner:getHeight())/2
runner.hit = false
runnerDefCD = 4
runnerCD = runnerDefCD
runnerMinCD = 2
runnerTimer = runnerCD
runnerTimerDecr = 0.95
end
function SpawnRunner()
local side = math.random(1, 4)
--randomize spawn position
table.insert( zombies, runner )
end
所以 zombie
table 将有 grunt
和 runner
。如何在 Draw()
?
中打印它们
我可以画一个:
function DrawGrunts()
for i, z in ipairs(zombies) do
love.graphics.draw(sprites.grunt, z.x, z.y, PlayerZombieAngle(z), nil, nil, sprites.grunt:getWidth()/2, sprites.grunt:getHeight()/2 )
end
end
但是我如何在一个函数中绘制它们,理想情况下?
给不同的实体一个指向它们的精灵对象的指针:
runner = { }
runner.x = 0
runner.y = 0
runner.sprite = sprites.runner
-- Rest of runner definition
grunt = { }
grunt.x = 0
grunt.y = 0
grunt.sprite = sprites.grunt
-- Rest of grunt definition
并且您的绘制函数变为:
for i, z in ipairs(zombies) do
love.graphics.draw(z.sprite, z.x, z.y, ...)
end
我有两个僵尸对象,一个是Grunt
,一个是Runner
。
我的 Grunt.lua
文件:
function InitGrunt()
grunt = {}
grunt.x = 0
grunt.y = 0
grunt.speed = 120
grunt.hitBox = (sprites.grunt:getHeight() + sprites.grunt:getWidth())/2
grunt.hit = false
gruntDefCD = 2
gruntCD = gruntDefCD
gruntMinCD = 0.4
gruntTimer = gruntCD
gruntTimerDecr = 0.8
end
function SpawnGrunt()
local side = math.random(1, 4)
--randomize spawn position
table.insert( zombies, grunt )
end
和我的 Runner.lua
:
function InitRunner()
runner = {}
runner.x = 0
runner.y = 0
runner.speed = 240
runner.hitBox = (sprites.runner:getWidth() + sprites.runner:getHeight())/2
runner.hit = false
runnerDefCD = 4
runnerCD = runnerDefCD
runnerMinCD = 2
runnerTimer = runnerCD
runnerTimerDecr = 0.95
end
function SpawnRunner()
local side = math.random(1, 4)
--randomize spawn position
table.insert( zombies, runner )
end
所以 zombie
table 将有 grunt
和 runner
。如何在 Draw()
?
我可以画一个:
function DrawGrunts()
for i, z in ipairs(zombies) do
love.graphics.draw(sprites.grunt, z.x, z.y, PlayerZombieAngle(z), nil, nil, sprites.grunt:getWidth()/2, sprites.grunt:getHeight()/2 )
end
end
但是我如何在一个函数中绘制它们,理想情况下?
给不同的实体一个指向它们的精灵对象的指针:
runner = { }
runner.x = 0
runner.y = 0
runner.sprite = sprites.runner
-- Rest of runner definition
grunt = { }
grunt.x = 0
grunt.y = 0
grunt.sprite = sprites.grunt
-- Rest of grunt definition
并且您的绘制函数变为:
for i, z in ipairs(zombies) do
love.graphics.draw(z.sprite, z.x, z.y, ...)
end