【发布时间】:2017-09-20 20:47:32
【问题描述】:
我正在使用 Corona SDK、Sublime Text 3 和 Lua。我在这个特定程序中的目标是制作一个视觉小说应用程序,当玩家单击屏幕底部显示的文本以前进到下一个文本条目时,它会发生变化,从而继续故事。
我为徽标、标题屏幕和其他东西设置了一堆代码,效果很好。我目前在视觉小说场景中尝试做的是使用表格来绘制文本,方法是更改 .TEXT 属性以从表格中选择某个值,从而选择文本并将其设为新文本。基本上,类似...(下面的一些虚拟代码)
novelText = display.newText (insert the parameters for old text and the old text)
--the variable used to call the value in the table
page = 1
dummy table Novel_pages = {
[1] = nil,
[2] = "new text"
}
(insert runtime event here that calls this function)
page = page + 1
novelText.text = Novel_pages[page]
display.newText(novelText)
那只是虚拟代码,所以请不要介意格式。 :) 我只是想展示我是如何尝试从表中调用这些值的,并展示我在做什么,而不必让人们查看我的所有代码。
所以在 Corona SDK 模拟器中一切正常,文本甚至只是瞬间改变 - 直到一秒钟后,我收到一条消息
"mainl.lua:160: bad argument #1 to 'newText' (string expected, got table)
stack traceback:
[C]: in function 'NewText'
main.lua:160: in function <main.lua: 156>
?: in function <?169>"
现在是我给你所有代码的部分!我希望这不是太多,并且我已经足够详细地说明了问题。我看不到我在表格中哪里出错了,因为它应该只是替换 .text 而不是所有其他属性?然后使用新的文本属性显示,之后根本不需要引用表格?也许在显示视觉小说文本之前需要程序处理 .text 更改存在问题......
无论如何,请帮助我!我会很感激知道这里出了什么问题,或者被提出了一个替代方案!非常感谢你:)
这是代码——一切都从函数sceneVN()开始!并且请原谅我在游戏 c: 这是一个练习项目!
local store = require( "plugin.google.iap.v3" )
local composer = require("composer")
local scene = composer.newScene()
display.setStatusBar( display.HiddenStatusBar ) -- Removes status bar
coins = 5 -- variable that defines the number of coins player has in the game.It will be different
--in a stand alone game, but as a small app meant to demonstrate function, it's necessary to start off
--with a small, defined number in the beginning.
local logo = display.newImage("/Images/logo.png", 155, 275) --code for my personal logo, drawn by me.
--Not actually showcased in the video because of time limit.
logo.alpha = 0
local function makeTitleTrue()
logo:removeSelf()
print("menu should be TRUE")
titleScreen()
end
local function fadeOut()
transition.to(logo, {time = 1000, alpha = 0, onComplete = makeTitleTrue})
end
transition.to(logo, {time = 1000, alpha = 1, onComplete = fadeOut}) -- end of logo code
function titleScreen() -- beginning of title code, which is not managed as a separate scene
title = true
titleImg = display.newImage("/Images/vn_bg.png", 155, 275)
--titleWords = display.newImage("/Images/TitleWords.png", 155, 275)
--fix to flow towards the upper right corner.
local flare = display.newImage("/Images/flare2.png", 40, 30)
flare.xScale = .5
flare.yScale = .5
local flare2 = display.newImage("/Images/flare2.png", 400, 70)
flare2.xScale = .6
flare2.yScale = .6
local flare3 = display.newImage("/Images/flare2.png", -30, 100)
flare3.xScale = .4
flare3.yScale = .4
local flare4 = display.newImage("/Images/flare2.png", 100, 400)
flare4.xScale = .4
flare4.yScale = .4
local flare5 = display.newImage("/Images/flare2.png", 400, 400)
flare5.xScale = .3
flare5.yScale = .3
local flare6 = display.newImage("/Images/flare2.png", 250, 200)
flare6.xScale = .3
flare6.yScale = .3
local function moveFlare1()
transition.to(flare, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare1})
end
local function moveFlare2()
transition.to(flare2, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare2})
end
local function moveFlare3()
transition.to(flare3, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare3})
end
local function moveFlare4()
transition.to(flare4, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare4})
end
local function moveFlare5()
transition.to(flare5, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare5})
end
local function moveFlare6()
transition.to(flare6, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare6})
end
transition.to(flare, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare1})
transition.to(flare2, {time=2500, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare2})
transition.to(flare3, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare3})
transition.to(flare4, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare4})
transition.to(flare5, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare5})
transition.to(flare6, {time=2000, x = math.random(-100, 450), y = math.random(-100, 700), onComplete = moveFlare6})
--add options that can when the screen is tapped, tap on an option twice to select
-- start story
-- continue story
-- coin gambling
-- end game
if (title == true) then
Runtime:addEventListener("tap", sceneVN)
end
end
function forceQuit()
function quit()
os.exit()
end
timer.performWithDelay(1000,quit)
end
function sceneVNChapter2()
return
end
function sceneVN() -- the actual visual novel code itself
display.remove(titleImg)
--display.remove(titleWords)
display.remove(flare)
display.remove(flare2)
display.remove(flare3)
display.remove(flare4)
display.remove(flare5)
display.remove(flare6)
title = false
local coinSheetData =
{
width = 32,
height = 32,
numFrames = 8,
}
local coinimageSheet = graphics.newImageSheet( "/Images/spinning_coin.png", coinSheetData )
local sequenceData =
{
name= "spinning_coin",
start = 1,
count = 8,
time = 1000,
loopCount = 0
}
--the properties of the name plate that can be changed ingame by using ".text" property
local nameOptions =
{
text = "Frankenstein",
x = 165,
y = 450,
width = 310,
font = "Charlesworth.ttf",
fontSize = 22,
align = "left"
}
local bg = display.newImage("/Images/bg4.jpg", 155, 275)
textRect = display.newRect(155, 525, 325, 200)
textRect:setFillColor(.02, .02, .02)
textRect.alpha = .6
page = 1
local frames = display.newImage("/Images/windowframes_gold.png", 155, 275)
display.newText(nameOptions)
local VN_pages = {
[1] = nil,
[2] = "\"Then, seeing as this is a simulation of\n a visual novel dating sim, I have no\n choice but to ask you...\"",
[3] = "\"My lady, would you go on a date with me?\nFrankenstein... butler of the fineest noble,\nCadis Etrama di Raizel?\"",
[4] = "duck",
[5] = "duck",
[6] = "duck",
}
local displayNovelText = display.newText("\"I see. So I\'m supposed to pretend I am\na character in a multi-chapter phone\napp that you\'ve been reading...\"", 165, 500, "Goudy Old Style Regular.ttf", 17)
function changePage()
print("dang it")
page = page + 1
displayNovelText.text = VN_pages[page]
display.newText(displayNovelText)
end
textRect:addEventListener("tap", changePage)
if (coins < 10) then
coinsDigits = 2
else
if (coins > 9) and (coins < 100) then
coinsDigits = 3
else
if (coins > 99) and (coins < 1000) then
coinsDigits = 4
else
if (coins > 999) and (coins < 10000) then
coinsDigits = 5
else
if (coins > 9999) and (coins < 100000) then
coinsDigits = 6
end
end
end
end
end
cooin = display.newSprite(coinimageSheet, sequenceData)
cooin.x = 25
cooin.y = 30
cooin:play()
coinText = display.newText("1", 57 + 4 * coinsDigits, 32, "VCR_OSD_MONO_1.001.ttf", 25)
coinText.text = coins
coinTimer = timer.performWithDelay(2000, cooin, 1)
end
function choiceMade( event ) --the scenes where all the choices are made
if (event.action == "clicked") then
local i = event.index
if (i == 1) then
Runtime:removeEventListener()
titleScreen()
else
if (i == 2) then
system.openURL( "https://www.paypal.com/us/home" )
else
if (i == 3) then
return
end
end
end
end
end -- end of choice scenes
function Outofcoins()
--native alert lack of zero coins
local alertMessage = "Uh oh, looks like you've run out of coins! To continue reading the story, would you like to buy or gameble for coins?"
native.showAlert( "Out of coins!", alertMessage, {"Gamble for coins", "Purchase coins", "Exit to Menu"}, choiceMade)
end
if (coins == 0) then -- conditional branch that alerts Outofcoins if no coins left
Outofcoins()
end
function sceneGambleStart()
function earntCoins()
numberEarnt = 0
local coinsGot = display.newImage("/Images/coins_gold.png", 155, 275)
coinsGot.alpha = 0
local function fadeOutCoinsEart()
transition.to(logo, {time = 2000, alpha = 0})
display.remove(coinsGot)
end
local transitionFade = transition.to(logo, {time = 2000, alpha = 1, onComplete = fadeOutCoinsEarnt})
timer.performWithDelay(2000, transitionFade, 1)
coinText.text = coins + numberEarnt
end
local function gamblerIntro()
nameOptions.text = "Gambler"
local bg = display.newImage("/Images/bg4.jpg", 155, 275)
textRect = display.newRect(155, 525, 325, 200)
textRect:setFillColor(.02, .02, .02)
textRect.alpha = .6
local frames = display.newImage("/Images/windowframes_gold.png", 155, 275)
display.newText(nameOptions)
if (gambleVisit == false) then
display.newText("\"Welcome to the coin gambling shop!\nHere's your chance to earn free coins\nwithout having to use the app store!", 165, 500, "Goudy Old Style Regular.ttf", 17)
--display.newText("\"You can play here once a day if you\'ve\nNO coins in your inventory! You are\ngiven three tries at any game each visit.", 165, 500, "Goudy Old Style Regular.ttf", 17)
--display.newText("\"So, then! What games will you play\nin our shop today? \n \n", 165, 500, "Goudy Old Style Regular.ttf", 17)
else
display.newText("\"Welcome back, player! You have\nthree tries left. So, what games\nwill you try your hand at?", 165, 500, "Goudy Old Style Regular.ttf", 17)
end
end
local function sceneDiceRoll()
--local show background graphics
--draw dice on screen, with function ready to shake/transition on screen when accelerometer
--transition hands up and drop dice animation
-- if dice = # chosen then give coins
end
local function sceneCardChoose()
-- a function that defines the mechanics of the card game.
--draw several options on the screen:
--3 cards, earn 5 coins.
--6 cards, earn 15 coins.
--9 cards, earn 30 coins.
--The player needs 5 coins to read another chapter, but by increasing card numbers,
--depending on the player's choice, show the images of the cards (with whatever numbers, always set)
-- on the screen and allow the player to choose a card. Make a shuffling animation.
-- lay all the cards on the screen, now with randomised positions defined by a number.
--the player may choose one. Event listener, if the number defined = card number, the card flips,
--shows its number, and the player wins the coins. defer to earntCoins.
--if the player chooses the wrong card, show him a "WRONG CARD" result, and ask if he would like another
--round or to exit to the main shop.
return
end
local function sceneGuessNumber()
--this game is not created, but is a dummy function that's shown here. It's included in the
--options to show that if this were a real game, that's what it would look like
return
end
end
【问题讨论】:
标签: text lua coronasdk lua-table