Reputation: 67
I'm trying to generate 40 circles with text and I want to be able to use them and handle them later.
According to several post I found here and on corona forums, I'm doing it well but, in all the examples, is only with one "display" object... not with several so I'm not sure if it's possible or maybe it needs something different.
After some introduction... here the code:
function _.spawn(params)
local orb = display.newCircle( display.contentWidth/2, display.contentHeight/2, 40 ) -- creates the orb shape
orb.orbTable = params.orbTable --assign the internal table
orb.index = #orb.orbTable + 1 -- takes control of the index
orb.orbTable[orb.index] = orb -- assign a orb to the internal table
orb:setFillColor( unpack(params.color) ) -- change the color according to the rules above
orb.x = params.x -- control the X position of the orb
orb.y = params.y --control the Y position of the orb
orb.alpha = 1 -- borns with alpha = 0
orb.value = params.value -- assign the internal value of the orb (1-10)
--local orbText = display.newText( orb.value, orb.x+2, orb.y-5, "Aniron", 40 ) -- generates the value on the ball
--orbText.orbTable = params.orbTable
--orbText.index = #orbText.orbTable + 1
--orbText.orbTable[orbText.index] = orbText
--orbText:setFillColor( 0,0,0 )
--orbText.alpha = 1
--The objects group
orb.group = params.group or nil
--If the function call has a parameter named group then insert it into the specified group
orb.group:insert(orb)
--orb.group:insert(orbText)
--Insert the object into the table at the specified index
orb.orbTable[orb.index] = orb
return orb -- returns the orb to have control of it
end
The function to generate all the objects I need is:
function _.generateDeck()
for i = 1, 40 do -- loop to generate the 40 orbs
internalValue = internalValue + 1 -- counter to assigns the right values
if (internalValue > 10) then -- if the internal value is more than 10 starts again (only 1-10)
internalValue = 1
end
if (i >= 1 and i <= 10) then -- assign RED color to the first 10 orbs
completeDeck[i] = _.spawn({color = {196/255,138/255,105/255}, group = orbsGroup, x = 100, y = display.contentHeight / 2, value = internalValue, orbTable = completeDeck})
elseif (i >= 11 and i <= 20) then -- assigns YELLOW color to the next 10 orbs
completeDeck[i] = _.spawn({color = {229/255,214/255,142/255}, group = orbsGroup, x = 100, y = display.contentHeight / 2, value = internalValue, orbTable = completeDeck})
elseif (i >= 11 and i <= 30) then -- assigns BLUE color to the next 10 orbs
completeDeck[i] = _.spawn({color = {157/255,195/255,212/255}, group = orbsGroup, x = 100, y = display.contentHeight / 2, value = internalValue, orbTable = completeDeck})
elseif (i >= 11 and i <= 40) then -- assigns GREEN color to the next 10 balls
completeDeck[i] = _.spawn({color = {175/255,181/255,68/255}, group = orbsGroup, x = 100, y = display.contentHeight / 2, value = internalValue, orbTable = completeDeck})
end
end
end
After calling the function, it generates the circles correctly and I can read the value:
for i = 1, #completeDeck do
print("Complete Deck Value ("..i.."): "..completeDeck[i].value)
end
But if I uncomment the lines regarding the newText (orbText)
then I'm not able to read the values... (value is a nil value)
I guess I need to create a displayGroup
with the objects I want inside (circle and text), then "spawn" it, modifying the values? In that case... how can I refer to the object inside the displayGroup
?
I think I'm mixing different concepts.
Upvotes: 2
Views: 197
Reputation: 6251
In Lua, objects are tables and to create an object composed of existing objects, we create a table with and add the objects to it as values. The code below creates an objects with orb
and orbText
which can be accessed by object.orb
or object.orbText
function _.spawn(params)
local orb = display.newCircle(display.contentWidth/2, display.contentHeight/2, 40) -- creates the orb shape
orb:setFillColor(unpack(params.color))
orb.x = params.x
orb.y = params.y
orb.alpha = 1
local orbText = display.newText(param.value, param.x + 2, param.y - 5, "Aniron", 40)
orbText:setFillColor(0, 0, 0)
orbText.alpha = 1
-- create an object with orb and orbText as values
local object = {orb = orb, orbText = orbText}
-- add more values to the object
object.value = params.value
object.index = #params.orbTable + 1
params.orbTable[object.index] = object
return object
end
Now to use the object:
for i, object in ipairs(completeDeck) do
print(object.value)
end
Upvotes: 1