Reputation: 159
I am currently working on a card battle game. In the main battle scene I am trying to show the cards actively battling one another with their health bars decreasing and eventually weapons moving around the scene as well.
At present, when it enters the battle loop, the display freezes, but I have been logging what is happening and the battle is still happening, just behind the scene. I have separated the battle loop into its own function at the top of the code and call that function with a tap event.
I verify that it is running by using the print statements within the while loop which prints out the current health of the card and the name of the card to the console. The current health of the cards are changing, it's just not changing scenes, but instead freezing on the old one, without actively displaying what is happening.
Here is the code for the entire scene:
function battleScene(playerCards, enemyCards, allCards, cardHealth)
while not checkIfDead(playerCards) and not checkIfDead(enemyCards) do
for i=1, 6 do
if allCards[i]~=0 then
allCards[i]:battle()
end
print( allCards[i]:getCurHealth().." "..allCards[i]:getName() )--The test to see current health of card
cardHealth[i]:setHealth(allCards[i]:getCurHealth(),allCards[i]:getHealth())
if checkIfDead(playerCards) or checkIfDead(enemyCards) then
break
end
usleep(2000)
end
end
end
---------------------------------------------------------------------------------
-- "scene:show()"
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Called when the scene is still off screen (but is about to come on screen).
elseif ( phase == "did" ) then
--The current health of each card is set to max
--and then the card is rendered along with health bars
local card1=test1:render()
card1.x=display.contentCenterX-100
card1.y=display.contentCenterY-100
sceneGroup:insert(card1)
local card1Health=HealthBar:new()
card1Health.x=display.contentCenterX-100
card1Health.y=display.contentCenterY-40
card1Health:setHealth(test1:getCurHealth(), test1:getHealth())
sceneGroup:insert(card1Health)
playerCards={test4, test5, test6}
enemyCards={test1, test2, test3}
for i=1, 3 do
if playerCards[i]:getClass()=="Tank" or playerCards[i]:getClass()=="Damage" then
playerCards[i]:setBattleSet(enemyCards)
else
playerCards[i]:setBattleSet(playerCards)
end
end
for i=1, 3 do
if enemyCards[i]:getClass()=="Tank" or enemyCards[i]:getClass()=="Damage" then
enemyCards[i]:setBattleSet(playerCards)
else
enemyCards[i]:setBattleSet(enemyCards)
end
end
local allCards={test1, test2, test3, test4, test5, test6}
bubbleSort(allCards)
local cardHealth= {card1Health,card2Health,card3Health,card4Health,card5Health,card6Health}
local startBattleButton=display.newText( "Start Battle", 0, 0, globals.font.regular, 18 )
startBattleButton.x = display.contentCenterX
startBattleButton.y = display.contentCenterY
local function onTap(event)
startBattleButton.isVisible=false
battleScene(playerCards, enemyCards, allCards, cardHealth)
end
startBattleButton:addEventListener( "tap", onTap )
sceneGroup:insert(startBattleButton)
if checkIfDead(playerCards) then
win=false
end
end
end
Upvotes: 1
Views: 131
Reputation: 29543
The problem is that your battle scene function is looping and modifying the scene, however the scene engine updates the scene only between event handling calls. I.e., if your tap function gets called and you modify it, you will see the changes only after the tap function returns and the scene engine has processed the new scene state.
So instead of doing this:
function battleScene(args)
while condition do
do stuff
end
end
do instead
function battleScene(args)
if condition then
do stuff
timer.performWithDelay(2, function() battleScene(args) end)
end
end
This executes "do stuff" when the condition is true, and schedules a call to battleScene
for later. The battleScene
will return immediately after that, given the display engine the chance to update GUI, and 2 ms later, will call battleScene
again, until eventually the condition is false and no re-call will be scheduled. Note that I had to create a temp anonymous function because battleScene
takes arguments whereas performWithDelay
does not pass any arguments to the scheduled function, but they can be given implicitly as upvalues via anonymous function. To be clear, if battleScene
had taken no args, you could have just done this:
function battleScene()
if condition then
do stuff
timer.performWithDelay(2, battleScene)
end
end
Upvotes: 1