'CGFloat'不可转换为'Float'及更多



我的应用程序中有更多问题。我的错误正如标题所说:

  1. Swift编译器错误

错误1:"CGFloat"不能转换为"Float(浮动)"

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)

以下是整个函数:

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)
    }

  1. 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)

以下是整个函数:

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
        }
    }

  1. 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(两行错误相同):

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(两行错误相同):

background1.position.x -= movingSpeed / 3
background2.position.x -= movingSpeed / 3

错误3:"CGFloat"与"UInt8"不同

pipe.position.x -= movingSpeed

以下是整个函数:

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,因为我不能:)

错误1:使用CGFloat而不是Float。例如:

var vel: CGFloat = 200

错误2:physicsBody是可选的(可以为零),因此在引用其velocity:之前,使用?.运算符有条件地打开它

bird.physicsBody?.velocity = CGVectorMake(0, vel)

你所有的错误似乎都是由这两个问题中的一个引起的。例如,spawnPipeRow的参数也是offs: Float,而不是CGFloat。我怀疑您在提供的代码段中没有声明的值也是如此,例如spacemovingSpeed

要了解CGFloat是什么,请单击"命令"-这将带您进入CoreGraphics API,在那里您可以看到CGFloat是"本机类型……在32位体系结构上为Float,在64位体系结构中为Double。"

此外,在修改physicsBody时,我倾向于使用?而不是!,因为如果physicsBody为零,后者将崩溃。

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