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我經歷了一些幫助,並在屏幕退出時刪除了所有變量,計時器和事件監聽器。但我仍然面臨同樣的問題,也就是我第一次玩遊戲時,它的工作正常,當我重玩遊戲時,它的速度本身和應用程序最終崩潰。當我重放遊戲時,它的速度從之前的速度增加,遊戲在Android平臺的暈眩sdk中墜毀
我在遊戲中添加了一些障礙,因此發生了。所以當我把它們作爲評論時,它的工作很好。 我在這裏添加這些變量: -
------------------------ CREATE BIRDS ---------- ------------------
currentXLocObstacleBird = currentXLocObstacleBird - SCREEN_WIDTH
while (currentXLocObstacleBird < SCREEN_WIDTH) do
obstacleType = math.random(4)
local birdHeight = math.random(display.topStatusBarContentHeight + 200, display.contentHeight - 200)
if (obstacleType % 2 == 0) then -- one in two chance of displaying a each of the snake
obstacleType = mathDiv(obstacleType, 2)
if (obstacleType == 1) then
obstacles_Variables.imgBirdY = display.newSprite(otherSpriteSheet , birdSequenceData2)
obstacles_Variables.imgBirdY:play()
if (a == 1) then -- if it is for first screen then start from zero otherwise start from loc+screnwidth ie. second screen
obstacles_Variables.imgBirdY.x = currentXLocObstacleBird
birdYPolygon = display.newPolygon(currentXLocObstacleBird, birdHeight, {0,20, 50,0, 115,50, 50,40 })
else
obstacles_Variables.imgBirdY.x = currentXLocObstacleBird + SCREEN_WIDTH
birdYPolygon = display.newPolygon(currentXLocObstacleBird + SCREEN_WIDTH, birdHeight, {0,20, 50,0, 115,50, 50,40 }) -- birdShape)
physics.addBody(birdYPolygon, "static",{density = 0, bounce = 0, friction = 0 })
end
obstacles_Variables.imgBirdY.y = birdHeight
obstacles_Variables.imgBirdY.name = "yelloBird1"
obstacles_Variables.imgBirdY.screenIndex = a -- indicates which screen this object belongs to (from SCREENS_PER_LEVEL)
obstacles_Variables.imgBirdY.isVisible = false
obstacles_Variables.imgBirdY.speed = Speed_Constant_Array.SPEED_BIRD_1
obstacles_Variables.imgBirdY:rotate(15)
groupObstacles:insert(obstacles_Variables.imgBirdY)
-- birdYPolygon.name = "yelloBird"
-- birdYPolygon.screenIndex = a
-- birdYPolygon.isVisible = false
-- birdYPolygon.speed = Speed_Constant_Array.SPEED_BIRD_1
-- groupObstacles:insert(birdYPolygon)
currentXLocObstacleBird = currentXLocObstacleBird + 2 * WIDTH_YELLOW_BIRD
elseif(obstacleType == 2) then
obstacles_Variables.imgBirdG = display.newSprite(otherSpriteSheet , birdSequenceData)
obstacles_Variables.imgBirdG:play()
if (a == 1) then -- if it is for first screen then start from zero otherwise start from loc+screnwidth ie. second screen
obstacles_Variables.imgBirdG.x = currentXLocObstacleBird
birdGPolygon = display.newPolygon(currentXLocObstacleBird, birdHeight, {0,20, 50,0, 115,50, 50,40 }) --birdShape2)
else
obstacles_Variables.imgBirdG.x = currentXLocObstacleBird + SCREEN_WIDTH
birdGPolygon = display.newPolygon(currentXLocObstacleBird + SCREEN_WIDTH, birdHeight, {0,20, 50,0, 115,50, 50,40 }) --birdShape2)
physics.addBody(birdGPolygon, "static",{density = 0, bounce = 0, friction = 0 })
end
obstacles_Variables.imgBirdG.y = birdHeight
obstacles_Variables.imgBirdG.name = "greenBird1"
obstacles_Variables.imgBirdG.screenIndex = a -- indicates which screen this object belongs to (from SCREENS_PER_LEVEL)
obstacles_Variables.imgBirdG:rotate(15)
obstacles_Variables.imgBirdG.speed = Speed_Constant_Array.SPEED_BIRD_2
obstacles_Variables.imgBirdG.isVisible = false
groupObstacles:insert(obstacles_Variables.imgBirdG)
-- birdGPolygon.name = "greenBird"
-- birdGPolygon.screenIndex = a -- indicates which screen this object belongs to (from SCREENS_PER_LEVEL)
-- birdGPolygon.isVisible = false
-- birdGPolygon.speed = Speed_Constant_Array.SPEED_BIRD_2
-- birdGPolygon:setFillColor(1,0,0,0)
-- groupObstacles:insert(birdGPolygon)
currentXLocObstacleBird = currentXLocObstacleBird + 2 * WIDTH_GREEN_BIRD
end
end
currentXLocObstacleBird = currentXLocObstacleBird + math.random(500, 700) -- add some spacing for the next decor
end
考慮添加你正在使用的平臺(android?)到標籤列表。電暈標籤本身可能不會生成許多視圖。 – Sharagoz
是的,我在使用註釋的時候在我的代碼中工作的Android平臺 – Sangu
,然後它的工作正常。如果我刪除評論,然後其速度增加在下一個答覆 – Sangu