Cocos2d-x: конвертировать из CCTime в ошибку SEL_SCEDULE

Я новичок, который только следовал родным урокам cocos2d-x, и я столкнулся с огромной стеной!

Это моя ошибка:

>c:\cocos2d-2.0-x-2.0.3\cocos2dsimplegame\classes\helloworldscene.cpp(86): error C2440:      'type cast' : cannot convert from 'void (__thiscall HelloWorld::* )(cocos2d::CCTime)' to 'cocos2d::SEL_SCHEDULE'
>Pointers to members have different representations; cannot cast between them

Мой файл cpp:

    #include "HelloWorldScene.h"
using namespace cocos2d;

CCScene* HelloWorld::scene()
{
CCScene * scene = NULL;
do
{
// 'scene' is an autorelease object
scene = CCScene::create();
CC_BREAK_IF(! scene);

// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
CC_BREAK_IF(! layer);

// add layer as a child to scene
scene->addChild(layer);
} while (0);

// return the scene
return scene;
}// on "init" you need to initialize your instance
bool HelloWorld::init()
{
bool bRet = false;

_targets = CCArray::create();
_projectiles = CCArray::create();

do {
////////////////////
// super init first
////////////////////

if ( !CCLayerColor::initWithColor( ccc4(255, 255, 255, 255) ) )
{
return false;
}

////////////////////
// add your codes below..
////////////////////

// 1. Add a menu item with "X" image, which is clicked to quit the program.

// Create a "close" menu item with close icon, it's an auto release object.
CCMenuItemImage *pCloseItem = CCMenuItemImage::itemWithNormalImage(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback));
CC_BREAK_IF(! pCloseItem);

// Place the menu item bottom-right conner.
pCloseItem->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20));

//Create a menu with the "close" menu item, it's an auto release object.
CCMenu* pMenu = CCMenu::menuWithItems(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
CC_BREAK_IF(! pMenu);

//Add the menu to HelloWorld layer as a child layer.
this->addChild(pMenu, 1);

//////////////////////
// 2. add your codes below...

CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *player = CCSprite::spriteWithFile("Player.png", CCRectMake(0, 0, 27, 40));
player->setPosition(ccp(player->getContentSize().width/2, winSize.height/2));
this->addChild(player);

bRet = true;
} while (0);

// Call game logic about every second
this->schedule( schedule_selector(HelloWorld::gameLogic), 1.0);
// You can shoot the bullet
this->setTouchEnabled(true);
this->schedule( schedule_selector(HelloWorld::update) );

return bRet;
}

void HelloWorld::menuCloseCallback(CCObject* pSender)
{
// "close" menu item clicked
CCDirector::sharedDirector()->end();
}

void HelloWorld::addTarget()
{
CCSprite *target = CCSprite::spriteWithFile("Target.png", CCRectMake(0, 0, 27, 40));

// Determine where to spawn the target along the Y axis
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
int minY = target->getContentSize().height/2;
int maxY = winSize.height - target->getContentSize().height/2;

int rangeY = maxY - minY;
// srand( TimGetTicks() );
int actualY = ( rand() % rangeY ) + minY;

// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated
target->setPosition( ccp(winSize.width + (target->getContentSize().width/2), actualY) );
this->addChild(target);

// Determine speed of the target
int minDuration = (int)2.0;
int maxDuration = (int)4.0;
int rangeDuration = maxDuration - minDuration;
// srand( TimGetTicks() );
int actualDuration = ( rand() % rangeDuration ) + minDuration;

// Create the actions
CCFiniteTimeAction* actionMove = CCMoveTo::actionWithDuration( (float)actualDuration, ccp(0 - target->getContentSize().width/2, actualY) );
CCFiniteTimeAction* actionMoveDone = CCCallFuncN::actionWithTarget( this, callfuncN_selector(HelloWorld::spriteMoveFinished) );
target->runAction( CCSequence::actions( actionMove, actionMoveDone, NULL) );

// Add to targets array
target->setTag(1);
_targets->addObject(target);
}

void HelloWorld::spriteMoveFinished(CCNode* sender)
{
CCSprite *sprite = (CCSprite *)sender;
this->removeChild(sprite, true);

if (sprite->getTag() == 1) // target
{
_targets->removeObject(sprite);
}
else if (sprite->getTag() == 2) // projectile
{
_projectiles->removeObject(sprite);
}
}

void HelloWorld::gameLogic(float dt)
{
this->addTarget();
}

void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
// Choose one of the touches to work with
CCTouch* touch = (CCTouch*)( touches->anyObject() );
CCPoint location = touch->locationInView();
location = CCDirector::sharedDirector()->convertToGL(location);

// Set up initial location of projectile
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *projectile = CCSprite::spriteWithFile("Projectile.png", CCRectMake(0, 0, 20, 20));
projectile->setPosition( ccp(20, winSize.height/2) );

// Determine offset of location to projectile
int offX = location.x - projectile->getPosition().x;
int offY = location.y - projectile->getPosition().y;

// Bail out if we are shooting down or backwards
if (offX <= 0) return;

// OK to add now - we've double checked position
this->addChild(projectile);

// Determine where we wish to shoot the projectile to
int realX = winSize.width + (projectile->getContentSize().width/2);
float ratio = (float)offY / (float)offX;
int realY = (realX * ratio) + projectile->getPosition().y;
CCPoint realDest = ccp(realX, realY);

// Determine the length of how far we're shooting
int offRealX = realX - projectile->getPosition().x;
int offRealY = realY - projectile->getPosition().y;
float length = sqrtf((offRealX * offRealX) + (offRealY * offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;

// Move projectile to actual endpoint
projectile->runAction( CCSequence::actions( CCMoveTo::actionWithDuration(realMoveDuration, realDest), CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::spriteMoveFinished)), NULL) );

// Add to projectiles array
projectile->setTag(2);
_projectiles->addObject(projectile);
}

void HelloWorld::update(CCTime dt)
{
CCArray *projectilesToDelete = CCArray::create();
CCObject* arrayItem1;
CCARRAY_FOREACH(_projectiles, arrayItem1)
{
CCSprite* projectile = (CCSprite*)arrayItem1;
CCRect projectileRect = CCRectMake(
projectile->getPosition().x - (projectile->getContentSize().width/2),
projectile->getPosition().y - (projectile->getContentSize().height/2),
projectile->getContentSize().width,
projectile->getContentSize().height);

CCArray* targetsToDelete = CCArray::create();

CCObject* arrayItem2;
CCARRAY_FOREACH(_targets, arrayItem2)
{
CCSprite* target = (CCSprite*) arrayItem2;
CCRect targetRect = CCRectMake(
target->getPosition().x - (target->getContentSize().width/2),
target->getPosition().y - (target->getContentSize().height/2),
target->getContentSize().width,
target->getContentSize().height);

if (CCRect::CCRectIntersectsRect(projectileRect, targetRect))
{
targetsToDelete->addObject(target);
}
}

CCARRAY_FOREACH(targetsToDelete, arrayItem2)
{
CCSprite* target = (CCSprite*) arrayItem2;
_targets->removeObject(target);
this->removeChild(target, true);
}

if (targetsToDelete->count() > 0)
{
projectilesToDelete->addObject(projectile);
}
targetsToDelete->release();
}

CCARRAY_FOREACH(projectilesToDelete, arrayItem1)
{
CCSprite* projectile = (CCSprite*) arrayItem1;
_projectiles->removeObject(projectile);
this->removeChild(projectile, true);
}
projectilesToDelete->release();
}

Может быть, эта часть является проблемой:

bool HelloWorld::init()
{
....
this->schedule( schedule_selector(HelloWorld::update) );
....
}

Но я не понимаю, почему эта часть является проблемой.

Пожалуйста, помогите мне!

1

Решение

менять CCTime в float,

в старой версии cocos2d-x они ccTime вместо CCTime

но в 2.0 они удаляют это. так как он дублируется с помощью float.

2

Другие решения

Других решений пока нет …

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