嗚嗚喔學習筆記: Corona SDK[ require("sprite") not work]

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2014年8月20日 星期三

Corona SDK[ require("sprite") not work]

因為Corona版本的關係 再 require "sprite" 會出現錯誤
Runtime errormodule 'sprite' not found:resource (sprite.lu) does not exist in archive    no field package.preload['sprite']
因為舊的已經不再用sprite.lua了,但又懶得換寫法 最簡單的方法就是
拿舊的 sprite.lua 複製一個再專案裡,把他當作一般 require  .lua 檔一樣就好了 ~



step1 : 新增一個"sprite.lua" 在專案裡面。
step2 : 然後複製下面程式碼貼上,儲存。完成~


程式碼 : local Library = require "CoronaLibrary"
local sprite = Library:new{ name='sprite', publisherId='com.' }
local function toImageSheet( spriteSet )
assert( spriteSet.spriteSheet, "toImageSheet(): Bad spriteSet parameter: spriteSet.spriteSheet is nil" )
local options
local spriteSheet = spriteSet.spriteSheet
if spriteSheet.format == "simple" then
local w = spriteSheet.width
local h = spriteSheet.height
options =
{
width = w,
height = h,
numFrames = spriteSet.numFrames,
}
elseif spriteSheet.format == "complex" then
assert( spriteSheet.spriteSheetFrames, "spriteSheet.spriteSheetFrames is nil")
options =
{
spriteSheetFrames = spriteSheet.spriteSheetFrames
}
end
local filename = spriteSheet.filename
local baseDir = spriteSheet.baseDir
if baseDir then
return graphics.newImageSheet( filename, baseDir, options )
else
return graphics.newImageSheet( filename, options )
end
end
local function toSequenceData( spriteSet )
assert( spriteSet.spriteSheet, "toSequenceData(): Bad spriteSet parameter: spriteSet.spriteSheet is nil" )
local spriteSheet = spriteSet.spriteSheet
local default =
{
name = "default",
start = spriteSet.startFrame,
count = spriteSet.numFrames,
}
local sequenceData = spriteSet.sequences or {}
table.insert( sequenceData, default )
return sequenceData
end
sprite.newSprite = function( spriteSet )
assert( spriteSet, "spriteSet is nil", "sprite.newSprite(): spriteSet is nil." )
local s
if spriteSet.type == "newSpriteArgs" then
assert( type( spriteSet.args ) == "table", "sprite.newSprite(): 'spriteSet.args' is nil." )
s = display.newSprite( unpack( spriteSet.args ) ) else
assert( spriteSet.type == "spriteSet" or spriteSet.type == "spriteMultiSet", "sprite.newSprite(): incorrect 'spriteSet.type'." )
local imageSheet = toImageSheet( spriteSet ) local sequenceData = toSequenceData( spriteSet )
assert( sequenceData, "sprite.newSprite(): failed to create sequenceData" )
s = display.newSprite( imageSheet, sequenceData )
end
function s:prepare( name )
s:setSequence( name )
end
return s
end
-- sprite.add( spriteSet, sequenceName, startFrame, frameCount, time, [loopParam] )
sprite.add = function( spriteSet, sequenceName, startFrame, frameCount, time, loopParam )
assert( spriteSet, "spriteSet is nil", "sprite.addSprite(): spriteSet is nil." )
assert( spriteSet.type == "spriteSet", "sprite.addSprite(): incorrect 'spriteSet.type'.")
local sequences = spriteSet.sequences
if not sequences then
sequences = {}
spriteSet.sequences = sequences
end
table.insert( sequences, item )
local loopCount = 0
local loopDirection
if loopParam and 0 ~= loopParam then
loopCount = 1
if -1 == loopParam then
loopDirection = "bounce"
elseif -2 == loopParam then
loopCount = 0
loopDirection = "bounce"
end
end
local item =
{
name = sequenceName,
start = startFrame,
count = frameCount,
time = time,
loopCount = loopCount,
loopDirection = loopDirection,
}
table.insert( sequences, item )
end
local function spriteSheetToImageSheet( spriteSheet )
assert( false, "spriteSheetToImageSheet() is not implemented." )
return nil
end
-- sprite.newSpriteMultiSet()
sprite.newSpriteMultiSet = function( sequences )
assert( #sequences > 0, "sprite.newSpriteMultiSet(): sequences array is empty." )
-- Assume first element defines default sheet
local defaultSheet = spriteSheetToImageSheet( sequences[1].sheet )
assert( defaultSheet, "sprite.newSpriteMultiSet(): no sheet param." )
local sequenceData = {}
for i=1,#sequences do
local seq = sequences[i]
local imageSheet = spriteSheetToImageSheet( seq.sheet )
local data =
{
sheet = imageSheet,
frames = seq.frames,
}
table.insert( sequenceData, data )
end
local result = 
{
type = "newSpriteArgs",
args = { defaultSheet, sequenceData, }
}
return sequences
end
-- sprite.newSpriteSet( spriteSheet, startFrame, frameCount )
sprite.newSpriteSet = function( spriteSheet, startFrame, frameCount )
assert( spriteSheet, "sprite.newSpriteSet(): spriteSheet is nil." )
assert( spriteSheet.type == "spriteSheet", "sprite.newSpriteSet(): spriteSheet is malformed." )
local result = 
{
type = "spriteSet",
spriteSheet = spriteSheet,
numFrames = frameCount,
startFrame=startFrame,
}
return result
end
-- sprite.newSpriteSheet( spriteSheetFile, [baseDir,]  frameWidth, frameHeight )
sprite.newSpriteSheet = function( ... )
local args = { ... }
local spriteSheetFile = args[1]
local nextArg = 2
local baseDir = args[nextArg]
if type(baseDir) ~= "userdata" then
baseDir = nil
else
nextArg = nextArg + 1
end
local frameWidth, frameHeight = args[nextArg], args[nextArg+1]
local result =
{
type = "spriteSheet",
format = "simple",
width = frameWidth, height = frameHeight,
filename = spriteSheetFile, baseDir = baseDir,
}
function result:dispose()
-- no-op
end
return result
end
-- sprite.newSpriteSheetFromData( spriteSheetFile, [baseDir,] coordinateData )
sprite.newSpriteSheetFromData = function( ... )
local args = { ... }
local spriteSheetFile = args[1]
local nextArg = 2
local baseDir = args[nextArg]
if type(baseDir) ~= "userdata" then
baseDir = nil
else
nextArg = nextArg + 1
end
local coordinateData = args[nextArg]
local result =
{
type = "spriteSheet",
format = "complex",
spriteSheetFrames = coordinateData.frames,
filename = spriteSheetFile, baseDir = baseDir,
}
function result:dispose()
-- no-op
end
return result
end
return sprite 


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