求大神帮忙。

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#define WIDTH 12 
#define HEIGHT 9

#include "cocos2d.h"
USING_NS_CC;

class GameScene : public cocos2d::Layer
{
public:
	cocos2d::Vec2 temp;
	cocos2d::TMXLayer* recLayer;
	cocos2d::Sprite*cardSprite[WIDTH][HEIGHT];
	int card[WIDTH][HEIGHT];
	typedef tagSIZE GameScene::SIZE;

	// there's no 'id' in cpp, so we recommend returning the class instance pointer
	static cocos2d::Scene* createScene();

	// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
	virtual bool init();
	void GameScene::initBoard();
	// implement the "static create()" method manually
	CREATE_FUNC(GameScene);
};
#endif // __HELLOWORLD_SCENE_H__
#include "MyScene.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
#include "CardSprite.h"

USING_NS_CC;
using namespace cocostudio::timeline;

Scene* GameScene::createScene()
{
	// 'scene' is an autorelease object
	auto scene = Scene::create();

	// 'layer' is an autorelease object
	auto layer = GameScene::create();

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

	// return the scene
	return scene;
}

// on "init" you need to initialize your instance
bool GameScene::init()
{
	if (!Layer::init())
	{
		return false;
	}

	temp = Vec2(-1, -1);
	auto* recMap = TMXTiledMap::create("rec.tmx");
	recMap->setAnchorPoint(Vec2(0, 0));
	recMap->setPosition(Vec2(0, 0));
	addChild(recMap);
	recLayer = recMap->layerNamed("Layer1");
	auto*background = LayerColor::create(Color4B(255, 255, 255, 255));
	addChild(background);//向场景中加入方块
	initBoard();

	return true;
}
void GameScene::initBoard()
{
	for (int i = 0; i < WIDTH; i++)
	{
		for (int j = 0; j < HEIGHT; j++)
		{
			int id = recLayer->tileGIDAt(Vec2(i, j));
			if (id == 2)
			{
				//绿色图块的id为2,说明可以放东西
				card[i][j] = rand() % 5 + 1;//随机生成个资源索引
			}
			else
			{
				card[i][j] = 0;
			}
			cardSprite[i][j] = Sprite::create(String::createWithFormat("card%d.png", card[i][j])->getCString());
			cardSprite[i][j]->setPosition(Vec2(20 + 40 * i, 20 + 40 * j));//设置方块的位置
			addChild(cardSprite[i][j]);
		}
	}

	int k = 0;
	int t_card[WIDTH*HEIGHT] = { 0 };

	//先获取地图中有多少格子是绿色的
	for (int x = 0; x < WIDTH; x++)
	{
		for (int y = 0; y < HEIGHT; y++)
		{
			//先获取地图上某个图块的id值
			int id = recLayer->tileGIDAt(Vec2(x, y));
			if (id == 2)
			{
				//如果id=2说明图块为绿色,可以使用。则计数器k+1
				k++;
			}
		}
	}
	//对t_card中值取随机数
	srand(unsigned(time(NULL)));
	for (int i = 0; i < k / 2; i++)
	{
		t_card[i] = rand() % 5 + 1;
		t_card[i + k / 2] = t_card[i];
	}
	//将t_card数组中的顺序打乱
	for (int i = 0; i < k; i++)
	{
		int t_k = rand() % k;
		int t = t_card[i];
		t_card[i] = t_card[t_k];
		t_card[t_k] = t;
	}
	k = 0;
	//根据数组t_card和地图中的内容开始生产方块并显示
	for (int x = 0; x < WIDTH; x++)
	{
		for (int y = 0; y < HEIGHT; y++)
		{
			//获取地图中某个图块的id值
			int id = recLayer->tileGIDAt(Vec2(x, y));
			if (id == 2)
			{
				CCLOG("%d", t_card[k]);
				//如果id=2说明图块为绿色,可以使用。则创建有效方块
				card[x][y] = CardSprite::createCardSprite(t_card[k], x, y);
				addChild(card[x][y]);
				k++;
			}
			else
			{
				//否则生成无效方块
				card[x][y] = CardSprite::createCardSprite(0, x, y);
				addChild(card[x][y]);
			}
		}
	}
}

//bool GameScene::onTouchBegan(Touch *touch, Event *event)
//{
//	//x,y 获取了用户单击在哪个方块上
//	Point point = touch->getLocation();
//	int x = (int)point.x / SIZE;
//	int y = (int)point.y / SIZE;
//	if (x < WIDTH&&y < HEIGHT)
//	{
//		if (card[x][y]->type != 0)
//		{
//			int x1 = (int)temp.x;
//			int y1 = (int)temp.y;
//			if (x1 != -1 && y1 != -1)
//			{
//				//判断此次单击的方块与上次单击的方块是否类型相同
//				if (card[x][y]->type == card[x1][y1]->type)
//				{
//					//如果相同则全部消去
//					card[x][y]->cardDelete();
//					card[x][y]->cardDelete();
//					//temp恢复
//					temp = Vec2(-1, -1);
//				}
//				else
//				{
//					card[x1][y1]->setOpacity(255);
//					temp = Vec2(-1, -1);
//				}
//			}
//			else
//			{
//				//如果temp中没有记录
//				temp = Vec2(x, y);
//				card[x1][y1]->setOpacity(180);
//			}
//		}
//	}
//	return false;
//}
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
USING_NS_CC;


class CardSprite : public cocos2d::Layer
{
public:
	int type;
	cocos2d::Sprite* card;
	void cardDelete();
	static CardSprite*createCardSprite(int type, float x, float y);//方块初始化
	void cardInit(int type, float x, float y);
	virtual bool init();
	CREATE_FUNC(CardSprite);
};
#endif // __HELLOWORLD_SCENE_H__

#include "CardSprite.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
#include "CardSprite.h"

USING_NS_CC;
using namespace cocostudio::timeline;

CardSprite* CardSprite::createCardSprite(int type, float x, float y)
{
	//该方法为套用模板
	CardSprite* card = new CardSprite();
	if (card&&card->init())
	{
		card->autorelease();
		card->cardInit(type, x, y);
		return card;
	}
	CC_SAFE_DELETE(card);
	return NULL;
}
bool CardSprite::init()
{
	//套用模板
	if (!Layer::init())
	{
		return false;
	}
	return true;
}
void CardSprite::cardInit(int type, float x, float y)
{
	this->type = type;//定义方块种类
	card = Sprite::create(String::createWithFormat("card%d.png", type)->getCString());//创建精灵
	card->setPosition(20 + 40 * x, 20 + 40 * y);//设置方块位置
	addChild(card);//将方块加入到场景中
}
void CardSprite::cardDelete()
{
	this->type = 0;//消去方块,则type属性为0
	//设置frame用于显示
	auto texture = Director::getInstance()->getTextureCache()->addImage("sprite1.png");
	auto frame = SpriteFrame::create("card0.png", Rect(0, 0, 40, 40));
	card->setDisplayFrame(frame);
}
错误	7	error C2653: “CardSprite”: 不是类或命名空间名称	c:\users\administrator\desktop\mygame\classes\myscene.cpp	110	1	myGame
错误	8	error C3861: “createCardSprite”:  找不到标识符	c:\users\administrator\desktop\mygame\classes\myscene.cpp	110	1	myGame
错误	9	error C2664: “void cocos2d::Node::addChild(cocos2d::Node *,int,const std::string &)”: 无法将参数 1 从“int”转换为“cocos2d::Node *”	c:\users\administrator\desktop\mygame\classes\myscene.cpp	111	1	myGame
错误	10	error C2653: “CardSprite”: 不是类或命名空间名称	c:\users\administrator\desktop\mygame\classes\myscene.cpp	117	1	myGame
错误	11	error C3861: “createCardSprite”:  找不到标识符	c:\users\administrator\desktop\mygame\classes\myscene.cpp	117	1	myGame
错误	12	error C2664: “void cocos2d::Node::addChild(cocos2d::Node *,int,const std::string &)”: 无法将参数 1 从“int”转换为“cocos2d::Node *”	c:\users\administrator\desktop\mygame\classes\myscene.cpp	118	1	myGame

Cocos Studio :v3.10 VS2012
我看了别人的日志,尝试了无法解决,希望哪位大神能帮下忙。