У меня есть игровой проект для повторной реализации Breakout. Я хочу показать два слова, каждое слово на линии. К ним присоединяется блок кирпичей. Внутри верхняя строка - это первое имя, выровненное влево. Нижняя строка - это фамилия, выровненная справа. Они вводятся из текстовых полей и отображаются как показано:
Каждая секунда, которая проходит, на экране будет добавляться настраиваемое количество кирпичей в сетку (например, пять кирпичей в секунду), пока два слова не будут заполнены. Я отобразил букву алфавита, которая создается из матрицы (0,1).
... Но я не знаю, как присоединиться к ним в одно слово. Как я могу присоединиться к этим письмам?
Это то, что я получил до сих пор:
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
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
Работа, которую я сделал до сих пор (как и выше) в качестве внешней загрузки: http://www.mediafire.com/download/1t89ftkbznkn184/Breakout2.rar