我曾尝试使用Cocos2dx 3.4制作游戏,并且一切正常在Android中使用(使用Eclipse)所以我想尝试在Xcode for iOS上看看它是否可以在那里工作我将它导入Xcode但是当我尝试编译它我在no viable overloaded '='
收到此错误listener1->onTouchEnded = [=](Touch* touch, Event* event)
。
此代码来自Cocos2d wiki EventDispatcher_Mechanism http://www.cocos2d-x.org/wiki/EventDispatcher_Mechanism
我的代码:
auto listener1 = EventListenerTouchOneByOne::create();
listener1->setSwallowTouches(true);
listener1->onTouchBegan = [](Touch* touch, Event* event) {
auto target = static_cast<Sprite*>(event->getCurrentTarget());
Point locationInNode = target->convertToNodeSpace(touch->getLocation());
Size s = target->getContentSize();
Rect rect = Rect(0, 0, s.width, s.height);
if (rect.containsPoint(locationInNode))
{
target->setOpacity(180);
return true;
}
return false;
};
listener1->onTouchEnded = [=](Touch* touch, Event* event) {
auto target = static_cast<Sprite*>(event->getCurrentTarget());
target->setOpacity(255);
if (target == abc)
{
auto sceneABC = ABCfirst::createScene(mute);
Director::getInstance()->replaceScene(sceneABC);
return true;
}
if (target == n123)
{
auto sceneNumbers = Numbers::createScene(mute);
Director::getInstance()->replaceScene(sceneNumbers);
return true;
}
if (target == lgame)
{
auto scenePWL = PWL::createScene(mute);
Director::getInstance()->replaceScene(scenePWL);
return true;
}
if (target == ngame)
{
auto scenePWN = PWN::createScene(mute);
Director::getInstance()->replaceScene(scenePWN);
return true;
}
if (target == info)
{
auto sceneAbout = About::createScene();
Director::getInstance()->replaceScene(sceneAbout);
return true;
}
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, abc);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(),
n123);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(),
lgame);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(),
ngame);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(),
info);
我走了几页,人们有类似的问题,但它没有解决我的问题。编译器设置为c ++ 11,onTouchBegan是bool
休息是void
(我做了项目用pyhton脚本)。
这是我第一次使用xCode,所以可能会忘记一些东西。提前谢谢
答案 0 :(得分:1)
我发现明确指定lambda的返回类型有帮助:
[=](Touch* touch, Event* event) -> void { ... }
这样编译器将帮助你摆脱那里的迷路返回语句。您当前正在尝试将带有签名bool(Touch *,Event *)的lambda分配给std::function<void(Touch*,Event*)>
。
答案 1 :(得分:1)
尝试摆脱这个lambda中的return true
语句:
[=](Touch* touch, Event* event) { ... }
编译器会将lambda视为具有bool
返回类型,而onTouchEnded
不会指望它返回bool
。如果你看一下Cocos2d的例子,那个人不会返回任何东西(因此lambda是void
类型)。只需删除return true
语句,如果要阻止其他分支执行,请使用else if
。