所以我只是编码,然后当我点击构建时Xcode刚刚开始发生重击并且给了我以前从未遇到的所有这些错误
这是文件:
import
#import <OpenGLES/EAGLDrawable.h> #import "EAGLView.h" #define USE_DEPTH_BUFFER 0 // A class extension to declare private methods @interface EAGLView () @property (nonatomic, retain) EAGLContext *context; @property (nonatomic, assign) NSTimer *animationTimer; - (BOOL) createFramebuffer; - (void) destroyFramebuffer; - (void) updateScene:(float)delta; - (void) renderScene; @end @implementation EAGLView @synthesize context; @synthesize animationTimer; @synthesize animationInterval; // You must implement this method + (Class)layerClass { return [CAEAGLLayer class]; } //The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder: - (id)initWithCoder:(NSCoder*)coder { if ((self = [super initWithCoder:coder])) { // Get the layer CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8,kEAGLDrawablePropertyColorFormat,nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } animationInterval = 1.0 / 60.0; CGRect rect = [[UIScreen mainScreen] bounds]; // Set up OpenGL projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0,
rect.size.width,0,rect.size.height,-1,1); glMatrixMode(GL_MODELVIEW); glViewport(0,0,rect.size.width, rect.size.height); //初始化OpenGL状态glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_BLEND_SRC); glEnableClientState(GL_VERTEX_ARRAY); glClearColor(0.0f,0.0f, 0.0f,1.0f); // init [self initGame];
UIAccelerometer *accel = [UIAccelerometer sharedAccelerometer]; accel.delegate = self; accel.updateInterval = 1.0f / 60.0f; //[sharedSoundManager playMusicWithKey:@"song" timesToRepeat:-1]; } return self; } -(void) initGame{ //SET GAME STATE //0 = Menu //1 = Gameplay //2 = death screen gameState = 0; player = [[Circle alloc] init]; score = 0; scoreString = [NSString alloc]; scoreAdder = 1; //[self setupScore]; menu = [[Image alloc] initWithImage:[UIImage imageNamed:@"loadImage.png"]]; bk = [[Image alloc] initWithImage:[UIImage imageNamed:@"bk.png"]]; squared = [[Image alloc] initWithImage:[UIImage imageNamed:@"squared.png"]]; gameRunning = TRUE; gameState = 0; squares = [[Squares alloc] init]; [squares addSquare: CGPointMake(100, 100) : 0]; //font = [[AngelCodeFont alloc]initWithFontImageNamed:@"font1.png" controlFile:@"font1.fnt"
比例:0.0f过滤器:nil];
// Init sound sharedSoundManager = [SingletonSoundManager sharedSoundManager]; [sharedSoundManager loadSoundWithKey:@"menu"
fileName:@“Menu”fileExt:@“mp3”频率:22050]; [sharedSoundManager loadBackgroundMusicWithKey:@“music”fileName:@“bkmusic”fileExt:@“aif”];
menuMusicVariable = 1; gameMusicVariable = 1; } -(void) setRunning: (bool) boolean{ gameRunning = boolean; } -(void) runContinueCountdown{ if(gameRunning == NO){ int timer = 300; int countdownNum; timer --; if(timer <= 300){ if(timer > 200){ countdownNum = 3; } if(timer <= 200){ if(timer > 100){ countdownNum = 2; } } if(timer <= 100){ if(timer >= 1){ countdownNum = 1; } } if(timer == 0 && countdownNum == 1){ [self setRunning: YES]; } } } - (void) mainGameLoop { CFTimeInterval time; float delta; time = CFAbsoluteTimeGetCurrent(); delta = (time - lastTime);
[self updateScene:delta]; [self renderScene]; lastTime =时间; }
- (void)updateScene:(float)delta { // Update Game Logic if(gameRunning){ if(gameState == 0){ //MENU if(menuMusicVariable == 1){ [sharedSoundManager stopPlayingMusic]; [sharedSoundManager playSoundWithKey:@"Menu" gain:10 pitch:10 location:Vector2fMake(0, 0) shouldLoop: TRUE]; menuMusicVariable = 0; } [scoreLabel setHidden: YES]; } else if(gameState == 1){ //GAMEPLAY if(gameMusicVariable == 1){ [sharedSoundManager stopPlayingMusic]; [sharedSoundManager playMusicWithKey: @"music" timesToRepeat: -1]; gameMusicVariable = 0; } [scoreLabel setHidden: NO]; //game is running if([player getAlive] == true){ score = score + scoreAdder; } else { score = score; } [player move]; [self checkSquareToCircleCollisions]; [self checkSquareToSquareCollisions]; [squares update]; } else if(gameState == 2){ //DEATH SCREEN [sharedSoundManager stopPlayingMusic]; [scoreLabel setBounds: CGRectMake(100, 100 , 100, 40)]; } } else { //game is puased } } - (void)renderScene { // Make sure we are renderin to the frame buffer [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); // Clear the color buffer with the glClearColor which has been set glClear(GL_COLOR_BUFFER_BIT); //Render the game Scene if(gameState == 0){ //MENU [menu renderAtPoint: CGPointMake(0, 0) centerOfImage: NO]; } else if(gameState == 1){ //GAMEPLAY [bk renderAtPoint: CGPointMake(0, 0) centerOfImage: NO]; [self drawScore]; [player draw]; [squares render]; //[font drawStringAt: CGPointMake(150, 100) text:@"HELLO FONTS"]; } else if(gameState ==2){ //DEATH SCREEN [squared renderAtPoint: CGPointMake(0, 0) centerOfImage: NO]; } // Switch the render buffer and framebuffer so our scene is displayed on the screen glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } - (void)layoutSubviews { [EAGLContext setCurrentContext:context]; [self destroyFramebuffer]; [self createFramebuffer]; [self renderScene]; } - (BOOL)createFramebuffer { glGenFramebuffersOES(1, &viewFramebuffer); glGenRenderbuffersOES(1, &viewRenderbuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer]; glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); if (USE_DEPTH_BUFFER) { glGenRenderbuffersOES(1, &depthRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer); glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer); } if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)); return NO; } return YES; } - (void)destroyFramebuffer { glDeleteFramebuffersOES(1, &viewFramebuffer); viewFramebuffer = 0; glDeleteRenderbuffersOES(1, &viewRenderbuffer); viewRenderbuffer = 0; if(depthRenderbuffer) { glDeleteRenderbuffersOES(1, &depthRenderbuffer); depthRenderbuffer = 0; } } - (void)startAnimation { self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self
selector:@selector(mainGameLoop)userInfo:nil repeats:YES]; }
- (void)stopAnimation { self.animationTimer = nil; } - (void)setAnimationTimer:(NSTimer *)newTimer { [animationTimer invalidate]; animationTimer = newTimer; } - (void)setAnimationInterval:(NSTimeInterval)interval { animationInterval = interval; if (animationTimer) { [self stopAnimation]; [self startAnimation]; } } -(void) setupScore{ scoreLabel = [NSString stringWithFormat:@"%d", score]; scoreLabel.frame = CGRectMake(262, 250, 100, 40); [scoreLabel setText: scoreString]; //normally you'll want a transparent background for your label scoreLabel.backgroundColor = [UIColor clearColor]; //you can use non-standard fonts [scoreLabel setFont:[UIFont fontWithName:@"TimesNewRoman" size: 1.0f]]; //change the label's text color scoreLabel.textColor = [UIColor whiteColor]; //add it to your view scoreLabel.transform = CGAffineTransformMakeRotation(89.53); [self addSubview:scoreLabel]; } -(void) resetScore { score = 0; scoreLabel.textColor = [UIColor blackColor]; [scoreLabel release]; } -(void)drawScore{ [scoreLabel setText: scoreString]; } -(void) checkSquareToCircleCollisions{ NSMutableArray *array = [squares getSquares]; for(int i = 0; i < [squares getCount]; i++){ Square *s = [array objectAtIndex: i]; CGRect rect1 = [player getRect]; CGRect rect2 = [s getRect]; if (CGRectIntersectsRect(rect1, rect2)){ player.alive = NO; gameState = 2; } } } -(void) checkSquareToSquareCollisions{ NSMutableArray *array = [squares getSquares]; for(int i = 0; i < [squares getCount]; i++){ Square *s = [array objectAtIndex: 0]; Square *ss = [array objectAtIndex: i]; CGRect rect1 = [s getRect]; CGRect rect2 = [ss getRect]; if (CGRectIntersectsRect(rect1, rect2)) { [s setDirection: [s getXDir] * -1 : [s getYDir] * -1]; [ss setDirection: [ss getXDir] * -1 : [ss getYDir] * -1]; } } } -(void) spawnSquares { // FINISH METHOD } -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(gameState == 0){ //MENU UITouch *touch = [[event allTouches] anyObject]; gameState = 1; //[self initGame]; } else if(gameState == 1){ //GAMEPLAY UITouch *touch = [[event allTouches] anyObject]; CGPoint touchPos = [touch locationInView:touch.view]; touchPos.y = 480 - touchPos.y; [player setPos: touchPos]; } else if(gameState == 2){ //DEATH SCREEN UITouch *touch = [[event allTouches] anyObject]; gameState = 0; //[self resetScore]; [self initGame]; } } -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { if(gameState == 0){ //MENU UITouch *touch = [[event allTouches] anyObject]; //[self initGame]; } else if(gameState == 1){ //GAMEPLAY UITouch *touch = [[event allTouches] anyObject]; CGPoint touchPos = [touch locationInView:touch.view]; touchPos.y = 480 - touchPos.y; [player setPos: touchPos]; } else if(gameState == 2){ //DEATH SCREEN UITouch *touch = [[event allTouches] anyObject]; }} - (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { point.y = acceleration.y * 10; point.x = acceleration.x * 10; CGPoint pos = [player getPos]; pos = CGPointMake(pos.x + point.x, pos.y + point.y); [player setPos: pos]; //Right - MAY HAVE TO CHANGE if(pos.x < 0){ pos = CGPointMake(320, pos.y); } //left if(pos.x < 320){ pos = CGPointMake(0, pos.y); } //Top if(pos.y < 0){ pos = CGPointMake(pos.x, 460); } //Bottom if(pos.x < 460){ pos = CGPointMake(pos.x, 0); } } - (void)dealloc { [self stopAnimation]; if ([EAGLContext currentContext] == context) { [EAGLContext setCurrentContext:nil]; } [context release]; [player release]; [menu release]; [sharedSoundManager release]; [bk release]; [squared release]; [squares release]; [scoreLabel release]; [scoreString release]; [super dealloc]; } @end // here it says: excepted } and also its excepting @end
答案 0 :(得分:2)
在第二个if语句的末尾,runContinueCountdown
中缺少一个大括号。
if(timer <= 300){
if(timer > 200){
countdownNum = 3;
}
在此if
语句的末尾添加大括号