I have in lua
1 2 3 4 5 6 7 8 9 10 11 12 13 | local function poziom() for i = 1, kLevelCols do for j = 1, kLevelRows do if tab[i][j] == 1 then schodek[i][j] = display.newImage("schodek.png") physics.addBody(schodek[i][j], "static", {bounce = 0.3, friction = 10}) schodek[i][j].y = (_W/12) * i schodek[i][j].x = 75 * j end end end end |
Are you using a Runtime listener to call przesuwaj?
Yes it's look like:
Runtime:addEventListener("enterFrame",przesuwaj)
Hrm, you may wish to view the samplecode located in;
CoronaSDK > SampleCode > Sprites > JungleScene
There you can observe the different objects moving - they are set to different speeds but that is easily adjustable.
Peach :)
You're talking about this:
1 2 3 4 5 6 7 | local i for i = 1, #tree, 1 do tree[i].x = tree[i].x - tree[i].dx * tDelta * 0.2 if (tree[i].x + tree[i].contentWidth) < 0 then tree[i]:translate( 480 + tree[i].contentWidth * 2, 0 ) end end |
Can you upload a sample somewhere? It's kind of hard for me to follow this because I can't picture your scene setup and it is made a tad trickier by the language differences.
If you could upload anything or provide plug and play I'd be happy to run it and see if I can advise you from there.
Peach :)
platform is 'schodek', 'tlo' is backgroud
http://www.youtube.com/watch?v=Vv9sd7g9mT4
I just want to move a platform.
I still can't do much with this without plug and play/sample but would suggest you try a print statement immediately before this line in your code;
schodek[i][j].x = schodek[i][j].x + xOffset
I expect it may only be getting called once but a print will confirm.
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 | local physics = require("physics") physics.start() physics.setGravity(0, 9.8) --usunięcie paska statusu display.setStatusBar(display.HiddenStatusBar) --poziom local kLevelRows = 7 local kLevelCols = 9 schodek = {} schodek[1] = {} schodek[2] = {} schodek[3] = {} schodek[4] = {} schodek[5] = {} schodek[6] = {} schodek[7] = {} schodek[8] = {} schodek[9] = {} tab = {} tab[1] = {0,1,0,0,1,0,0} tab[2] = {0,0,0,0,0,0,0} tab[3] = {0,0,0,0,0,0,0} tab[4] = {0,0,0,1,0,0,0} tab[5] = {1,0,0,0,0,0,0} tab[6] = {0,0,0,0,1,0,0} tab[7] = {0,0,0,0,0,0,0} tab[8] = {0,0,0,0,0,0,0} tab[9] = {0,0,0,0,0,0,0} --poziomy trudności poziom1 = 1 poziom2 = 5 poziom3 = 10 -- obramowanie ekranu --local leftWall = display.newRect(0, 0, 1, display.contentHeight) --local rightWall = display.newRect(display.contentWidth, 0, 1, display.contentHeight) local ceiling = display.newRect(0, 0, display.contentWidth, 1) --dodanie boy dla obramowania --physics.addBody(leftWall, "static", {bounce = 0.1}) --physics.addBody(rightWall, "static", {bounce = 0.1}) physics.addBody(ceiling, "static", {bounce = 0.1}) --tlo local tlo = display.newImage("tlo.png") local tlo2 = display.newImage("tlo.png") tlo:setReferencePoint( display.CenterLeftReferencePoint ) tlo2:setReferencePoint( display.CenterLeftReferencePoint ) --pilka local pilka = display.newImage("pilka.png") pilka.x = 100 pilka.y = 150 physics.addBody(pilka, {bounce = 0.5, radius = 17}) --rysowanie poziomu local function poziom() for i = 1, kLevelCols do for j = 1, kLevelRows do if tab[i][j] == 1 then schodek[i][j] = display.newImage("schodek.png") physics.addBody(schodek[i][j], "static", {bounce = 0.3, friction = 10}) schodek[i][j].y = (_W/12) * i schodek[i][j].x = 75 * j end end end end Runtime:addEventListener( "enterFrame", poziom ) function movePilka(event) local pilka = event.target pilka:applyLinearImpulse(0, -0.2, pilka.x, pilka.y) end pilka:addEventListener("touch", movePilka) local tPrevious = system.getTimer() --ruch elementów tlo.x = 0 tlo2.x = 959 local tPrevious = system.getTimer() local function przesuwaj(event) --animacja tla for i = 1, kLevelCols, 1 do for j = 1, kLevelRows, 1 do if tab[i][j] == 1 then schodek[i][j].x = schodek[i][j].x - 10 end end end local tDelta = event.time - tPrevious tPrevious = event.time local xOffset = ( 0.2 * tDelta ) tlo.x = tlo.x - xOffset tlo2.x = tlo2.x - xOffset if (tlo.x + tlo.contentWidth) < 0 then tlo:translate( 959 * 2, 0) end if (tlo2.x + tlo2.contentWidth) < 0 then tlo2:translate( 959 * 2, 0) end end Runtime:addEventListener("enterFrame",przesuwaj) |