Hello everyone, I am working on a game that has four mini games in it. In the first mini game I have a balloon pop type of game and I want the game to move to the next level after the balloons on the current level are popped I was trying to follow along in this tutorial http://mobile.tutsplus.com/tutorials/corona/create-a-brick-breaker-game-with-the-corona-sdk-game-controls/
but I can't seem to get that to work with what I am doing. Any ideas would be great. Right now i have the levels setup in the tables like in that tutorial and this is the code I have that builds the level. Any ideas or links would be greatly appreciated and just a note that the director moves between mini games so trying to avoid using that to change levels.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 | function buildLevel(level) local len = table.maxn(level) balloons:toFront() for i = 1, len do for j = 1, W_LEN do if(level[i][j] == 1) then local balloon = display.newImage("images/Lvl_1/Blue_Bln_Down.png") balloon.name = "balloon" balloon.x = BALLOON_W * j - OFFSET balloon.y = BALLOON_H * i physics.addBody(balloon, {density = .5, friction = 0, bounce = 0}) balloon.bodyType = 'static' balloons.insert(balloons, balloon) end end end end <code> |
I know that was kind of vague here is the code for the whole level.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 | module(..., package.seeall) --====================================================================-- -- SCENE: BALLOON LEVEL --====================================================================-- --[[ - Version: 0.1 - Made by Ninja Carnival Team @ 2011 ****************** - INFORMATION ****************** - Balloon Level --]] new = function ( params ) -- Imports local ui = require ( "ui" ) -- Groups local localGroup = display.newGroup() -- Variables local levelTimer = 15 local BALLOON_W = 41 local BALLOON_H = 21 local OFFSET = 23 local W_LEN = 8 local balloons = display.newGroup() local toRemove = {} local gameIsActive = true local currentLevel = 1 -- start physics local physics = require("physics") physics.start() physics.setGravity(0,0 ) --Pre-load sounds sounds = { pop = audio.loadSound("audio/balloonPopFinal.wav") } --setup levels 1 through 10 local levels = {} levels[1] = {{0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,1,1,0,0,0}, {0,0,0,1,1,0,0,0}, {0,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,0}, {0,0,0,1,1,0,0,0}, {0,0,0,1,1,0,0,0}, {0,0,0,0,0,0,0,0},} levels[2] = {{0,0,0,0,0,0,0,0}, {0,0,0,1,1,0,0,0}, {0,0,1,0,0,1,0,0}, {0,0,0,0,0,1,0,0}, {0,0,0,0,1,0,0,0}, {0,0,0,1,0,0,0,0}, {0,0,1,0,0,0,0,0}, {0,0,1,1,1,1,0,0},} levels[3] = {{0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,1,1,0,0,0}, {0,1,0,0,0,0,1,0}, {0,1,1,1,1,1,1,0}, {0,1,0,1,1,0,1,0}, {0,0,0,0,0,0,0,0}, {0,0,0,1,1,0,0,0}, {0,0,0,0,0,0,0,0},} levels[4] = {{0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1},} -- Display Objects local background = display.newImage("images/Lvl_1/Level_1_BG.png") local gun = display.newImage("images/Lvl_1/goldenGun3.png") -- Player Stats local statTextSize = 16 local score = 0 local scoreNum = display.newText(0, 0, 0, native.systemFontBold, statTextSize) local scoreText = display.newText("SCORE:", 0, 0, native.systemFontBold, statTextSize) local gameTimer = 20 local gameTimerText = display.newText("20", 0, 0, native.systemFontBold, statTextSize) local statsBackground = display.newRect(0,0,_W,scoreText.height+2.5) -- BUTTONS -- FUNCTIONS --function for collision detection local function onCollision(self, event) if self.name == "dart" and event.other.name == "balloon" then score = score + 100 scoreNum.text = score audio.play(sounds.pop) table.insert(toRemove, event.other) balloons.numChildren = balloons.numChildren - 1 end if balloons.numChildren == 0 then --destroyLevel() currentLevel = currentLevel +1 buildLevel(currentLevel) end end --rotate gun local rotDirection = 1 local function gunRotation(event) gun.rotation = gun.rotation + rotDirection if gun.rotation > 90 then rotDirection = -1 elseif gun.rotation < -80 then rotDirection = 1 end end --function for firing the dart local function fireDart(event) local dart = display.newImage("images/Lvl_1/dart.png") dart.name = "dart" dart:setReferencePoint(display.CenterReferencePoint); dart.x = gun.x dart.y = gun.y dart.rotation = gun.rotation physics.addBody(dart, "dynamic", {density=1.0, friction=0.5, bounce=0.0}) local speed = 1000 local velocity = {} velocity.x = math.cos( math.rad( dart.rotation - 90 ) ) * speed velocity.y = math.sin( math.rad( dart.rotation - 90 ) ) * speed dart:applyForce(velocity.x, velocity.y, dart.x, dart.y) dart.collision = onCollision; dart:addEventListener("collision", dart); end --function for creating level function buildLevel(level) local len = table.maxn(level) balloons:toFront() for i = 1, len do for j = 1, W_LEN do if(level[i][j] == 1) then local balloon = display.newImage("images/Lvl_1/Blue_Bln_Down.png") balloon.name = "balloon" balloon.x = BALLOON_W * j - OFFSET balloon.y = BALLOON_H * i physics.addBody(balloon, {density = .5, friction = 0, bounce = 0}) balloon.bodyType = 'static' balloons.insert(balloons, balloon) end end end end -- function for changing levels --function that handles endgame details local function endGame(event) if gameTimer == 0 then local gameOverText = display.newText("Game Over!", 0, 0, native.systemFont, 35) gameOverText:setTextColor(100, 255, 100) gameOverText.x = display.contentWidth / 2 gameOverText.y = display.contentHeight / 2 gameEvent = "lose" Runtime:removeEventListener( "enterFrame", gunRotation); Runtime:removeEventListener("tap", fireDart); Runtime:removeEventListener("collision", dart); end end -- PARAMETERS -- INITIALIZE local initVars = function () -- Inserts localGroup:insert(background) localGroup:insert(statsBackground) localGroup:insert(scoreText) localGroup:insert(gameTimerText) -- Positions -- score positions scoreText.x = (scoreText.width * 0.5) + 10 scoreText.y = (scoreText.height * 0.5) + 5 scoreNum:setReferencePoint(display.CenterLeftReferencePoint); scoreNum.x = scoreText.width + 5 scoreNum.y = scoreText.y -- timer position gameTimerText.x = _W * 0.5 gameTimerText.y = scoreText.y -- gun position gun:setReferencePoint(display.centerReferencePoint); gun.x = display.contentWidth / 2 gun.y = display.contentHeight - 30 -- Colors --background:setFillColor(255,255,255) statsBackground:setFillColor(50,0,0) scoreText:setTextColor(255,0,0) scoreNum:setTextColor(255,0,0) gameTimerText:setTextColor(255,0,0) -- Listeners Runtime:addEventListener( "enterFrame", gunRotation); Runtime:addEventListener("tap", fireDart); buildLevel(levels[1]); end -- Initiate variables initVars() -- Update local update = function ( event ) for i = 1, #toRemove do toRemove[i].parent:remove(toRemove[i]) toRemove[i] = nil end end Runtime:addEventListener("enterFrame", endGame) Runtime:addEventListener("enterFrame", update); local updateTimer = function( event ) gameTimer = gameTimer - 1 if gameTimer <= 0 then gameTimer = 0 end gameTimerText.text = gameTimer scoreNum:setReferencePoint(display.CenterLeftReferencePoint); scoreNum.x = scoreText.width + 5 scoreNum.y = scoreText.y end timer.performWithDelay(1000, updateTimer, 60) -- Clear objects local clear = function () end -- MUST return a display.newGroup() return localGroup end <code> |