我的应用中有更多问题。我的错误正如标题所说:
- Swift 编译器错误。
错误 1: “CGFloat”不能转换为“Float”
第一个和第二个错误的代码:
self.setPositionRelativeBot(pipeBot, x: xx, y: offset)
self.setPositionRelativeTop(pipeTop, x: xx, y: offset + space)
这是整个函数:
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)
}
- Swift 编译器错误。
错误 1: “Float”与“UInt8”不同
第一个错误的代码:
vel -= 85 - (self.view!.bounds.size.height - bird.position.y)
错误2: “SKPhysicsBody?”没有名为“velocity”的成员
第二个错误的代码:
bird.physicsBody.velocity = CGVectorMake(0, vel)
这是整个函数:
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
}
}
- Swift 编译器错误。
错误 1: “CGFloat”与“UInt8”不同
第一个和第二个错误的代码(两行相同的错误):
ground1.position.x -= movingSpeed
ground2.position.x -= movingSpeed
错误2: 无法使用类型为“(@lvalue CGFloat, $T9)”的参数列表调用“-=”
第三个和第四个错误的代码(两行相同的错误):
background1.position.x -= movingSpeed / 3
background2.position.x -= movingSpeed / 3
错误3: “CGFloat”与“UInt8”不同
pipe.position.x -= movingSpeed
这是整个函数:
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能帮我解决这个问题,因为我做不到:)
最佳答案
错误 1:使用 CGFloat
而不是 Float
。例如:
var vel: CGFloat = 200
错误 2:physicsBody 是可选的(可以为 nil),因此在引用其 velocity
之前使用 ?.
运算符有条件地展开它:
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
的参数再次是 offs: Float
而不是 CGFloat
。我怀疑您未在您提供的代码段中声明的值也是如此,例如 space
或 movingSpeed
。
要了解 CGFloat
是什么,按住 Command 单击它 – 这将带您到 CoreGraphics
API,您可以在其中阅读 CGFloat
是“原生类型……在 32 位架构上是 Float,在 64 位架构上是 Double。”
此外,在修改 physicsBody
时,我倾向于使用 ?
而不是 !
,因为如果 physicsBody
为零。
关于ios - 'CGFloat' 不可转换为 'Float' 及更多,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26094881/