如何清除「game.lua」中的所有對象,當我離開遊戲場景時,所有數據仍在屏幕上,當我離開時如何刪除所有內容並將其重置爲開始當我回到'game.lua'時的位置?清潔數據表單場景
game.lua:
local storyboard = require("storyboard")
local scene = storyboard.newScene()
_W = display.contentWidth
_H = display.contentHeight
system.setIdleTimer(false); -- Prevent the app from becoming suspended
local physics = require "physics"
physics.start()
clouts = true
score = 0
speeda1 = 100
speedb1 = 150
function scene:createScene(event)
local group = self.view
end
function scene:enterScene(event)
local group = self.view
--start drop zone
if clouts then
local badclout1 = {}
local bad1Group = display.newGroup()
local function spawnBC1()
local badclouts1 = display.newImage("BCloud1.png")
badclouts1.x = math.random(0, _W)
physics.addBody(badclouts1, "dynamic", { density=.1, bounce=.1, friction=.2, radius=45 })
badclouts1.name = "BCloud1"
badclouts1.bodyType = "kinematic"
badclouts1.isSensor = true
badclouts1.y = math.random(-100, -50)
badclouts1.index = #badclout1 + 1
bad1Group:insert(badclouts1)
badclouts1.rotation = math.random(-10,10) -- Rotate the object
badclouts1:setLinearVelocity(0, math.random(speeda1, speedb1)) -- Drop down
badclout1[badclouts1.index] = badclouts1
tmrSpawn1 = timer.performWithDelay(math.random(spawna, spawnb), spawnBC1)
return badclouts1
end
tmrSpawn1 = timer.performWithDelay(math.random(1000, 10000), spawnBC1)
local function removeBomb()
for i, v in pairs(badclout1) do
if badclout1[i].y >1000 then
badclout1[i]:removeSelf()
badclout1[i] = nil
end
end
end
Runtime:addEventListener("enterFrame", removeBomb)
end
-- end drop zone
local function speatTimer()
speeda1 = speeda1+1
speedb1 = speedb1+1
end
local mainTimer = timer.performWithDelay(550, speatTimer, 200)
function gameOver()
storyboard.gotoScene("restart", "fade", 400)
end
end
function scene:exitScene(event)
local group = self.view
Runtime:removeEventListener("collision", onCollision)
Runtime:removeEventListener("accelerometer", onTilt)
Runtime:removeEventListener("enterFrame", removeBomb)
end
function scene:destroyScene(event)
local group = self.view
end
function scene:overlayEnded(event)
local group = self.view
end
scene:addEventListener("createScene", scene)
scene:addEventListener("enterScene", scene)
scene:addEventListener("exitScene", scene)
scene:addEventListener("destroyScene", scene)
scene:addEventListener("overlayEnded", scene)
return scene
問候凱文,