Corona SDK 作曲家 - 改变场景不起作用
Corona SDK composer - changing scenes doesn't work
我在使用 Corona SDK Composer 时遇到了一点问题 API。我有 3 个 .lua 文件 - main.lua、character.lua 和 job.lua。问题是,当我 运行 游戏时,它会自动过渡到 character.lua 并且一切正常。然后我过渡到 job.lua 并且它也能正常工作,但是当我试图回到 character.lua 时 - 没有任何反应(背景没有改变)。这就是它的样子:
main.lua:
local composer = require("composer")
composer.gotoScene("character")
character.lua:
local composer = require( "composer" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------------------------------------
-- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called.
-- -----------------------------------------------------------------------------------------------------------------
-- local forward references should go here
-- -------------------------------------------------------------------------------
-- "scene:create()"
function scene:create( event )
local sceneGroup = self.view
-- Initialize the scene here.
-- Example: add display objects to "sceneGroup", add touch listeners, etc.
local widget = require("widget")
local bottomTabButtons ={
{ width=32, height=32, defaultFile="character.png", overFile="character_active.png", selected="true"},
{ width=32, height=32, defaultFile="job.png", overFile="job_active.png", onPress=function() composer.gotoScene( "job" )end},
}
local bottomBar = widget.newTabBar{
top = display.contentHeight-40,
buttons = bottomTabButtons
}
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.
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, etc.
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.
end
-- -------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -------------------------------------------------------------------------------
return scene
job.lua:
local composer = require( "composer" )
local widget = require("widget")
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------------------------------------
-- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called.
-- -----------------------------------------------------------------------------------------------------------------
-- local forward references should go here
-- -------------------------------------------------------------------------------
-- "scene:create()"
function scene:create( event )
local sceneGroup = self.view
-- Initialize the scene here.
-- Example: add display objects to "sceneGroup", add touch listeners, etc.
local background = display.newImage("background.png")
background.x=display.contentCenterX
background.y=display.contentCenterY
background.height=display.contentHeight
background.width=display.contentWidth
local function gotoCharacter(event)
composer.gotoScene("character")
print('asd')
end
local bottomTabButtons ={
{ width=32, height=32, defaultFile="character.png", overFile="character_active.png", onPress=function() composer.gotoScene( "character" ) end},
{ width=32, height=32, defaultFile="job.png", overFile="job_active.png", selected="true"},
}
local bottomBar = widget.newTabBar{
top = display.contentHeight-40,
buttons = bottomTabButtons
}
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.
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, etc.
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.
end
-- -------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -------------------------------------------------------------------------------
return scene
提前致谢!
问题是您没有将显示对象插入到场景组中。这就是为什么它没有被删除的原因。将所有对象插入场景组。
例如,
local background = display.newImage("background.png")
background.x=display.contentCenterX
background.y=display.contentCenterY
background.height=display.contentHeight
background.width=display.contentWidth
sceneGroup:insert(background)
--- 这就是变化。以同样的方式将所有对象插入到该组中。
我在使用 Corona SDK Composer 时遇到了一点问题 API。我有 3 个 .lua 文件 - main.lua、character.lua 和 job.lua。问题是,当我 运行 游戏时,它会自动过渡到 character.lua 并且一切正常。然后我过渡到 job.lua 并且它也能正常工作,但是当我试图回到 character.lua 时 - 没有任何反应(背景没有改变)。这就是它的样子:
main.lua:
local composer = require("composer")
composer.gotoScene("character")
character.lua:
local composer = require( "composer" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------------------------------------
-- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called.
-- -----------------------------------------------------------------------------------------------------------------
-- local forward references should go here
-- -------------------------------------------------------------------------------
-- "scene:create()"
function scene:create( event )
local sceneGroup = self.view
-- Initialize the scene here.
-- Example: add display objects to "sceneGroup", add touch listeners, etc.
local widget = require("widget")
local bottomTabButtons ={
{ width=32, height=32, defaultFile="character.png", overFile="character_active.png", selected="true"},
{ width=32, height=32, defaultFile="job.png", overFile="job_active.png", onPress=function() composer.gotoScene( "job" )end},
}
local bottomBar = widget.newTabBar{
top = display.contentHeight-40,
buttons = bottomTabButtons
}
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.
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, etc.
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.
end
-- -------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -------------------------------------------------------------------------------
return scene
job.lua:
local composer = require( "composer" )
local widget = require("widget")
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------------------------------------
-- All code outside of the listener functions will only be executed ONCE unless "composer.removeScene()" is called.
-- -----------------------------------------------------------------------------------------------------------------
-- local forward references should go here
-- -------------------------------------------------------------------------------
-- "scene:create()"
function scene:create( event )
local sceneGroup = self.view
-- Initialize the scene here.
-- Example: add display objects to "sceneGroup", add touch listeners, etc.
local background = display.newImage("background.png")
background.x=display.contentCenterX
background.y=display.contentCenterY
background.height=display.contentHeight
background.width=display.contentWidth
local function gotoCharacter(event)
composer.gotoScene("character")
print('asd')
end
local bottomTabButtons ={
{ width=32, height=32, defaultFile="character.png", overFile="character_active.png", onPress=function() composer.gotoScene( "character" ) end},
{ width=32, height=32, defaultFile="job.png", overFile="job_active.png", selected="true"},
}
local bottomBar = widget.newTabBar{
top = display.contentHeight-40,
buttons = bottomTabButtons
}
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.
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, etc.
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.
end
-- -------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -------------------------------------------------------------------------------
return scene
提前致谢!
问题是您没有将显示对象插入到场景组中。这就是为什么它没有被删除的原因。将所有对象插入场景组。
例如,
local background = display.newImage("background.png")
background.x=display.contentCenterX
background.y=display.contentCenterY
background.height=display.contentHeight
background.width=display.contentWidth
sceneGroup:insert(background)
--- 这就是变化。以同样的方式将所有对象插入到该组中。