当我尝试在xcode模拟器中测试我的游戏时,我会在下面看到这些错误。任何人都知道什么是错的。顺便说一句,如果演员与一个物体发生碰撞,那么行为就是解锁新的等级:
第49行出错:类型无效的操作数' objc_object *'并且'漂浮' 二进制
第58行出错:类型无效的操作数' objc_object *'并且'漂浮' 二进制
第73行出错:iso c ++禁止指针和。之间的比较 整数
这是IOS代码: 第49行:
if(([mActor touchedActor] && ([self getGameAttribute:@"Highest Level Completed"] >= [self asNumber:[NSNumber numberWithFloat:_levelnumber]])))
第58行:
if(([self getGameAttribute:@"Highest Level Completed"] >= [self asNumber:[NSNumber numberWithFloat:_levelnumber]]))
第73行:
if(([mActor touchedActor] && (([self getGameAttribute:@"Highest Level Completed"] <= 5) && [[Game game] purchasedProduct:@"MyID"])))
行为的所有代码:
#import <Box2D/Box2D.h>
#import <AudioToolbox/AudioServices.h>
#import <Foundation/Foundation.h>
#import "ActorScript.h"
#import "Script.h"
#import "Actor.h"
#import "ActorType.h"
#import "Assets.h"
#import "Behavior.h"
#import "Collision.h"
#import "CollisionPoint.h"
#import "Game.h"
#import "GameModel.h"
#import "GroupDef.h"
#import "FadeInTransition.h"
#import "FadeOutTransition.h"
#import "Region.h"
#import "Runnable.h"
#import "Scene.h"
#import "SHThumbstick.h"
#import "Sparrow.h"
#import "Transition.h"
@interface Design_190_190_Clicktoplaylevel : ActorScript
{
@public
NSString* tempHolder;
Scene* _Scenetoplay;
NSString* _Levellabel;
float _levelnumber;
}
@end
@implementation Design_190_190_Clicktoplaylevel
-(void)load
{
[self addWhenUpdatedListener:nil func:^(NSMutableArray* list, Script* theScript){
Design_190_190_Clicktoplaylevel* self = (Design_190_190_Clicktoplaylevel*) theScript;
if(([mActor touchedActor] && ([self getGameAttribute:[self asNumber:[NSNumber numberWithFloat:[[self getGameAttribute:@"Highest Level Completed"] floatValue]]]] >= [self asNumber:[NSNumber numberWithFloat:_levelnumber]])))
{
[self setGameAttribute:[[self getGameAttribute:@"Current Level"] floatValue] value:[NSNumber numberWithFloat:[self asNumber:[NSNumber numberWithFloat:_levelnumber]]]];
[self switchScene:_Scenetoplay.ID leave:[self createFadeOut:((1000*1)) color:0] enter:[self createFadeIn:((1000*1)) color:0]];
}
}];
[self addWhenDrawingListener:nil func:^(SPRenderSupport* g, int x, int y, BOOL screen, NSMutableArray* list, Script* theScript){
Design_190_190_Clicktoplaylevel* self = (Design_190_190_Clicktoplaylevel*) theScript;
if(([self getGameAttribute:[self asNumber:[NSNumber numberWithFloat:[[self getGameAttribute:@"Highest Level Completed"] floatValue]]]] >= [self asNumber:[NSNumber numberWithFloat:_levelnumber]]))
{
[mActor setAnimation:@"Animation 1"];
[[Game game] setFont:[ self getFont:52] size:1];
[[Game game] drawString:_Levellabel x:(([mActor getWidth] - [[Game game] getWidthForString:[ self getFont:52] string:_Levellabel]) / 2) y:30];
}
else
{
[mActor setAnimation:@"Animation 0"];
}
}];
[self addWhenUpdatedListener:nil func:^(NSMutableArray* list, Script* theScript){
Design_190_190_Clicktoplaylevel* self = (Design_190_190_Clicktoplaylevel*) theScript;
if(([mActor touchedActor] && (([self getGameAttribute:[self asNumber:[NSNumber numberWithFloat:[[self getGameAttribute:@"Highest Level Completed"] floatValue]]]] <= [self asNumber:[NSNumber numberWithFloat:5]]) && [[Game game] purchasedProduct:@"MyID"])))
{
[self setGameAttribute:[[self getGameAttribute:@"Current Level"] floatValue] value:[NSNumber numberWithFloat:[self asNumber:[NSNumber numberWithFloat:_levelnumber]]]];
[self switchScene:_Scenetoplay.ID leave:[self createFadeOut:((1000*1)) color:0] enter:[self createFadeIn:((1000*1)) color:0]];
}
else if((([mActor touchedActor] && [self sameAs:[self getGameAttribute:[self asNumber:[NSNumber numberWithFloat:[[self getGameAttribute:@"Highest Level Completed"] floatValue]]]] two:[NSNumber numberWithFloat:[self asNumber:[NSNumber numberWithFloat:5]]]]) && !([[Game game] purchasedProduct:@"MyID"])))
{
return;
}
}];
}
-(void)forwardMessage:(NSString*)msg
{
答案 0 :(得分:0)
在所有三种情况下,问题都是相同的 - 您正在尝试比较NSNumber
个对象。比较运算符(在您的情况下为<=
&amp; >=
)不会超载以接受NSNumber
。
NSNumber
本身有三种方法:isEqualToNumber:
,isEqual:
和compare:
;这将比较两个NSNumber
实例。
您还可以使用NSNumber
,floatValue
,等来比较inValue
的值。例如,您的上一次比较可能是:
[self getGameAttribute:@"Highest Level Completed"].intValue <= 5
或使用方法,而不是属性,语法:
[[self getGameAttribute:@"Highest Level Completed"] intValue] <= 5
BTW您似乎将您的游戏关卡存储为浮点数。我显然不知道你的应用程序,但将它存储为整数似乎更合乎逻辑并避免了浮点舍入的问题(取决于你对它们执行的操作)。