我的应用内有更多问题。我的错误就像标题所说:
ERROR1: ' CGFloat的'不能转换为' Float'
第1和第2错误的代码:
self.setPositionRelativeBot(pipeBot, x: xx, y: offset)
self.setPositionRelativeTop(pipeTop, x: xx, y: offset + space)
这是整个功能:
func spawnPipeRow(offs: Float)
{
let offset = offs - space / 2
let pipeBot = mainPipe.copy() as Pipe
let pipeTop = mainPipe.copy() as Pipe
pipeBot.texture = SKTexture(imageNamed: "BotPipe")
pipeTop.texture = SKTexture(imageNamed: "TopPipe")
pipeBot.texture!.filteringMode = SKTextureFilteringMode.Nearest
pipeTop.texture!.filteringMode = SKTextureFilteringMode.Nearest
pipeBot.isBottom = true
let xx = self.view!.bounds.size.width
self.setPositionRelativeBot(pipeBot, x: xx, y: offset)
self.setPositionRelativeTop(pipeTop, x: xx, y: offset + space)
pipeBot.physicsBody = SKPhysicsBody(rectangleOfSize: pipeBot.size)
pipeTop.physicsBody = SKPhysicsBody(rectangleOfSize: pipeTop.size)
pipeBot.physicsBody!.dynamic = false
pipeTop.physicsBody!.dynamic = false
pipeBot.physicsBody!.contactTestBitMask = birdCategory
pipeTop.physicsBody!.contactTestBitMask = birdCategory
pipeBot.physicsBody!.collisionBitMask = birdCategory
pipeTop.physicsBody!.collisionBitMask = birdCategory
pipes.append(pipeBot)
pipes.append(pipeTop)
self.addChild(pipeBot)
self.addChild(pipeTop)
}
ERROR1: '浮动'与' UInt8'
不同第一个错误的代码:
vel -= 85 - (self.view!.bounds.size.height - bird.position.y)
误差2: ' SKPhysicsBody&#39?;没有名为' velocity'
的成员第二个错误的代码:
bird.physicsBody.velocity = CGVectorMake(0, vel)
这是整个功能:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent)
{
if (!bird.physicsBody!.dynamic)
{
//First touch
self.spawnPipeRow(0)
bird.physicsBody!.dynamic = true
bird.physicsBody!.velocity = CGVectorMake(0, 175)
scoreLabel.hidden = false
isMoving = true
} else if (isMoving)
{
var vel: Float = 200
if (self.view!.bounds.size.height - bird.position.y < 85)
{
vel -= 85 - (self.view!.bounds.size.height - bird.position.y)
}
bird.physicsBody.velocity = CGVectorMake(0, vel)
} else
{
overlay.removeFromParent()
for pi in pipes
{
pi.removeFromParent()
}
pipes.removeAll(keepCapacity: false)
score = 0
bird.physicsBody!.dynamic = false
bird.position = CGPoint(x: 150, y: view!.bounds.size.height / 2 - 10)
scoreLabel.hidden = true
isGroundMoving = true
}
}
ERROR1: &#39; CGFloat的&#39;与&#39; UInt8&#39;
不同第1和第2错误的代码(两行都相同):
ground1.position.x -= movingSpeed
ground2.position.x -= movingSpeed
误差2: 无法调用&#39; - =&#39;使用类型&#39;(@ lvalue CGFloat,$ T9)的参数列表&#39;
第3和第4个错误的代码(两行都相同):
background1.position.x -= movingSpeed / 3
background2.position.x -= movingSpeed / 3
误差3: &#39; CGFloat的&#39;与&#39; UInt8&#39;
不同pipe.position.x -= movingSpeed
这是整个功能:
override func update(currentTime: CFTimeInterval)
{
if (isGroundMoving)
{
ground1.position.x -= movingSpeed
ground2.position.x -= movingSpeed
if (ground1.position.x <= -self.view!.bounds.size.width / 2)
{
ground1.position.x = self.view!.bounds.size.width * 1.5 - 2
}
if (ground2.position.x <= -self.view!.bounds.size.width / 2)
{
ground2.position.x = self.view!.bounds.size.width * 1.5 - 2
}
background1.position.x -= movingSpeed / 3
background2.position.x -= movingSpeed / 3
if (background1.position.x <= -self.view!.bounds.size.width / 2)
{
background1.position.x = self.view!.bounds.size.width * 1.5 - 2
}
if (background2.position.x <= -self.view!.bounds.size.width / 2)
{
background2.position.x = self.view!.bounds.size.width * 1.5 - 2
}
if (isMoving)
{
for (var i = 0; i < pipes.count; i++)
{
let pipe = pipes[i]
if (pipe.position.x + (pipe.size.width / 2) < 0)
{
pipe.removeFromParent()
continue
}
if (pipe.position.x + (pipe.size.width / 2) < self.view!.bounds.size.width / 2 && pipe.isBottom && !pipe.pointAdded)
{
score++
pipe.pointAdded = true
}
pipe.position.x -= movingSpeed
if (i == pipes.count - 1)
{
if (pipe.position.x < self.view!.bounds.width - pipe.size.width * 2.0)
{
self.spawnPipeRow(self.randomOffset())
}
}
}
scoreLabel.text = "Score: \(score)"
}
}
}
我希望你们中的一些人可以为我解决这个问题,因为我不能:)
答案 0 :(得分:5)
错误1:使用CGFloat
代替Float
。例如:
var vel: CGFloat = 200
错误2:physicsBody是可选的(可以是nil),因此在引用?.
之前使用velocity
运算符有条件地解包它:
bird.physicsBody?.velocity = CGVectorMake(0, vel)
您的所有错误似乎都是由这两个问题之一引起的。例如,spawnPipeRow
的参数再次为offs: Float
而不是CGFloat
。我怀疑您在所提供的代码段中未声明的值也是如此,例如space
或movingSpeed
。
要了解CGFloat
是什么,按住Command键点击它 - 这会转到CoreGraphics
API,您可以在其中读取CGFloat
是“本机类型...”浮动在32位体系结构上,在64位体系结构上使用Double。“
此外,在修改?
时,我倾向于使用!
而不是physicsBody
,因为如果physicsBody
为零,后者将会崩溃。