【发布时间】:2015-11-25 03:01:29
【问题描述】:
我正在尝试生成 40 个带有文本的圆圈,并且我希望能够使用它们并在以后处理它们。
根据我在这里和电晕论坛上找到的几篇帖子,我做得很好,但是在所有示例中,只有一个“显示”对象......而不是几个所以我不确定它是否可能,或者可能需要不同的东西。
经过一些介绍...这里是代码:
function _.spawn(params)
local orb = display.newCircle( display.contentWidth/2, display.contentHeight/2, 40 ) -- creates the orb shape
orb.orbTable = params.orbTable --assign the internal table
orb.index = #orb.orbTable + 1 -- takes control of the index
orb.orbTable[orb.index] = orb -- assign a orb to the internal table
orb:setFillColor( unpack(params.color) ) -- change the color according to the rules above
orb.x = params.x -- control the X position of the orb
orb.y = params.y --control the Y position of the orb
orb.alpha = 1 -- borns with alpha = 0
orb.value = params.value -- assign the internal value of the orb (1-10)
--local orbText = display.newText( orb.value, orb.x+2, orb.y-5, "Aniron", 40 ) -- generates the value on the ball
--orbText.orbTable = params.orbTable
--orbText.index = #orbText.orbTable + 1
--orbText.orbTable[orbText.index] = orbText
--orbText:setFillColor( 0,0,0 )
--orbText.alpha = 1
--The objects group
orb.group = params.group or nil
--If the function call has a parameter named group then insert it into the specified group
orb.group:insert(orb)
--orb.group:insert(orbText)
--Insert the object into the table at the specified index
orb.orbTable[orb.index] = orb
return orb -- returns the orb to have control of it
end
生成我需要的所有对象的函数是:
function _.generateDeck()
for i = 1, 40 do -- loop to generate the 40 orbs
internalValue = internalValue + 1 -- counter to assigns the right values
if (internalValue > 10) then -- if the internal value is more than 10 starts again (only 1-10)
internalValue = 1
end
if (i >= 1 and i <= 10) then -- assign RED color to the first 10 orbs
completeDeck[i] = _.spawn({color = {196/255,138/255,105/255}, group = orbsGroup, x = 100, y = display.contentHeight / 2, value = internalValue, orbTable = completeDeck})
elseif (i >= 11 and i <= 20) then -- assigns YELLOW color to the next 10 orbs
completeDeck[i] = _.spawn({color = {229/255,214/255,142/255}, group = orbsGroup, x = 100, y = display.contentHeight / 2, value = internalValue, orbTable = completeDeck})
elseif (i >= 11 and i <= 30) then -- assigns BLUE color to the next 10 orbs
completeDeck[i] = _.spawn({color = {157/255,195/255,212/255}, group = orbsGroup, x = 100, y = display.contentHeight / 2, value = internalValue, orbTable = completeDeck})
elseif (i >= 11 and i <= 40) then -- assigns GREEN color to the next 10 balls
completeDeck[i] = _.spawn({color = {175/255,181/255,68/255}, group = orbsGroup, x = 100, y = display.contentHeight / 2, value = internalValue, orbTable = completeDeck})
end
end
end
调用函数后,它正确生成了圆圈,我可以读取值:
for i = 1, #completeDeck do
print("Complete Deck Value ("..i.."): "..completeDeck[i].value)
end
但是,如果我取消注释有关 newText (orbText) 的行,那么我将无法读取这些值...(值是 nil 值)
我想我需要创建一个displayGroup,其中包含我想要的对象(圆圈和文本),然后“生成”它,修改值?在那种情况下......我怎样才能引用displayGroup中的对象?
我认为我在混合不同的概念。
【问题讨论】:
-
在注释掉的代码中,
orbText被添加到completeDeck和orbText没有value字段。您希望最终结果是什么? -
感谢您的回复,正如我所说...我是这方面的新手...我想要一个里面有两个对象的对象,文本和圆圈等等属性,并能够单独访问和处理它们。我不知道我是否解释得很好......像object[index].orb.x或object[index].value或object[index].orbText.text,......