在Lua/Corona中通过引用传递显示组对象?

我一直在自学如何使用Corona开发移动游戏(目前一切顺利!)但是我遇到了麻烦。我有一个函数检查一个家伙是否碰到了一个硬币。如果是,那么硬币就会被移除:

function hitCoin()
-检查每个对象是否与家伙相撞
为o = 1, collectables.numChildren, 1 do
    local left = guy.contentBounds.xMin <= collectables[o].contentBounds.xMin and guy.contentBounds.xMax >= collectables[o].contentBounds.xMin
    local right = guy.contentBounds.xMin >= collectables[o].contentBounds.xMin and guy.contentBounds.xMin <= collectables[o].contentBounds.xMax
    local up = guy.contentBounds.yMin <= collectables[o].contentBounds.yMin and guy.contentBounds.yMax >= collectables[o].contentBounds.yMin
    local down = guy.contentBounds.yMin >= collectables[o].contentBounds.yMin and guy.contentBounds.yMin <= collectables[o].contentBounds.yMax

    -如果碰撞,我们将对象从对象组中删除
    if (left or right) and (up or down) then
        collectables[o]:removeSelf()
        return true;
    end
end

return false;
end

很容易。然而,我也有一个几乎相同的函数,检查子弹是否与敌人相撞。是否可以通过引用传递显示组中的对象?理想情况下,以下函数将能够在家伙-硬币碰撞和子弹-敌人碰撞之间进行检查:

function onCollisionRemoveSecondObject(obj1, obj2)
    local left = obj1.contentBounds.xMin <= obj2.contentBounds.xMin and obj1.contentBounds.xMax >= obj2.contentBounds.xMin
    local right = obj1.contentBounds.xMin >= obj2.contentBounds.xMin and obj1.contentBounds.xMin <= obj2.contentBounds.xMax
    local up = obj1.contentBounds.yMin <= obj2.contentBounds.yMin and obj1.contentBounds.yMax >= obj2.contentBounds.yMin
    local down = obj1.contentBounds.yMin >= obj2.contentBounds.yMin and obj1.contentBounds.yMin <= obj2.contentBounds.yMax

    if (left or right) and (up or down) then
        obj2.isAlive = false
        return true;
    end

return false;
end

for i = 1, collectables.numChildren, 1 do
    onCollisionRemoveSecondObject(guy, collectables[i])
end

for a = 1, bullets.numChildre, 1 do
    for b = 1, enemies.numChildren, 1 do
        onCollisionRemoveSecondObject(bullets[a], enemies[b])
    end
end

任何建议或正确方向的提示将不胜感激!

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用户1392789
用户1392789

除了这个拼写错误之外,我在你的代码中没有看到任何问题:

bullets.numChildre -> bullets.numChildren

当然,像你所做的那样,你可以将组对象的子对象传递给函数。

2013-11-07 05:02:42
用户2963247
用户2963247

我开始围绕这个函数编码,并且偶然地让它工作了起来。那个讨厌的小错别字也没有帮助;P 作为给阅读这篇文章的人的额外奖励,我也添加了一个函数,它循环遍历组中的每个对象,并且如果'isAlive'参数为false,则删除该对象。在我的游戏中很有用,所以我希望它对你们也有帮助!

function removeObject(object)
for i = 1, object.numChildren, 1 do
    if object[i].isAlive == false then
        object[i]:removeSelf();
        removeObject(object)
        break;
    end
end
end
2013-11-08 03:55:59