【发布时间】:2014-03-15 13:41:28
【问题描述】:
我一直在尝试创建一个简单的游戏,其中玩家控制一个物理体,当它与其他物体碰撞时,它的大小会增加。据我了解,不可能直接缩放实际的物理体,而是尝试使用原始物理体的参数创建一个新体。但是,当创建了一个适当大小的新物理体时,我失去了移动它的能力。任何形式的输入都会受到高度重视,因为我不知道该怎么做(我对此还是很陌生)。 到目前为止,这是我所得到的:
function movePlayer(event)
if "began" == event.phase then
player.isFocus = true
player.x0 = event.x - player.x
player.y0 = event.y - player.y
elseif player.isFocus == true then
if "moved" == event.phase then
player.x = event.x - player.x0
player.y = event.y - player.y0
stayOnScreen( player )
elseif "ended" == phase or "cancelled" == phase then
player.isFocus = false
end
end
return true
end
function checks()
if player.resize == true then
local player2 = createPlayer(player.x, player.y, player.xScale, player.yScale, player.rotation)
if player.isFocus == true then
player2.isFocus = player.isFocus
player2.x0 = player.x0
player2.y0 = player.y0
end
player2.resize = false
player:removeSelf()
player = player2
end
end
player:addEventListener("touch", movePlayer)
Runtime:addEventListener( "enterFrame", checks)
提前致谢!
编辑: 下面是生成新玩家并添加物理体的代码:
function createPlayer( x, y, xScale, yScale, rotation)
local player = display.newImageRect("images/p1.png", 71, 71)
player.x = x
player.y = y
player.xScale = xScale
player.yScale = yScale
local playerCollisionFilter = { categoryBits = 2, maskBits = 5 }
local playerBodyElement = { filter=playerCollisionFilter, radius = (player.xScale * (player.width *0.5)) }
player.objectType = "player"
physics.addBody ( player, "dynamic", playerBodyElement )
player.isBullet = true
player.isSleepingAllowed = false
player.rotation = rotation
player.resize = false
return player
end
【问题讨论】: