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weird situation while using timer and movie clip — Gideros Forum

weird situation while using timer and movie clip

Unknown Member
edited September 2012 in General questions


I'm currently using giderous studio to make a tower defense game. However the code doesn't run as expected.

I made a function that make the monster in the game move according to the route settled in a JSON file. The move process go well EXCEPT the first monster being spawned firet, I have absolutely no ideas why the monster stop on its way. (As shown as diagram) enter image description here

The following is my code:

level.lua:

level = Core.class(Sprite)

function level:init(levelId)
local level = dataSaver.load("level");

--load attributes
self.lives=level[tostring(levelId)]["lives"];
self.route=level[tostring(levelId)]["route"];
self.round=level[tostring(levelId)]["rounds"];
self.towersAllowed=level[tostring(levelId)]["towers"];

--some varibles
self.currentRound=1;
self.monsterList={};
end

function level:spawnMonster()
local monsterType=self.round[1]["type"];
local spawnNumber=self.round[1]["number"];

--set timer for spawn
local timer = Timer.new(self.round[1]["spawnInterval"],0);--spawnNumber);
timer:start();

--spawn
timer:addEventListener(Event.TIMER,function()
local spawnedMonster = monster.new(monsterType);
spawnedMonster.instance:setPosition(self.route[1]["x"],self.route[1]["y"]);
self:moveMonster(spawnedMonster);
end);

--after spawn finished, wait for next round.
timer:addEventListener(Event.TIMER_COMPLETE,function()
local nextRound = Timer.new(self.round[1]["timeUntilNextRound"],1);
nextRound:start();
nextRound:addEventListener(Event.TIMER_COMPLETE,function()
print("nextRound");
end);
end);
end

function level:moveMonster(monsterToMove)
if (monsterToMove.currentDes<=#self.route) then
monsterToMove:move(self.route[monsterToMove.currentDes]["x"],self.route[monsterToMove.currentDes]["y"]);
monsterToMove:addEventListener("monsterMoveDone",function()
monsterToMove.currentDes=monsterToMove.currentDes+1;
self:moveMonster(monsterToMove);
end);
end
end

monster.lua:

monster = Core.class(Sprite)

function monster:init(type)
local monstersList = dataSaver.load("monster");
self.instance = quickImage(monstersList[type]["image"], _W/2, _H/2,monstersList[type]["width"], monstersList[type]["height"]);
self.speed=monstersList[type]["speed"];
self.health=monstersList[type]["health"];
stage:addChild(self.instance);

---some varibles...
self.currentDes=2
end

function monster:move(desX,desY)
local time=getDistance(math.abs(self.instance:getX()-desX),math.abs(self.instance:getY()-desY))/self.speed
local mc = MovieClip.new{
{1, time, self.instance, {x = {self.instance:getX(), desX, "linear"}}},
{1, time, self.instance, {y = {self.instance:getY(), desY, "linear"}}},
}
mc:addEventListener(Event.COMPLETE,function()
self:dispatchEvent(Event.new("monsterMoveDone"))
end);
end

from the code, quickImage(); is just a little function for making image sprite Any ideas, I thought maybe i make the memory allocating wrong.

Special Note. I run Gideros Studio under OpenSUSE 12.2 with Wine, but i don't think its a matter because all stuff go well.
快照1.png
560 x 363 - 118K
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