我正在用 SDL 编写一个简单的游戏。我为我在游戏中使用的任何精灵构建了一个类层次结构。基类是 Sprite,它包含碰撞盒和 spritesheet 的数据抽象。紧接着是两个抽象类,Character 和 MapObject。
我目前正在实现派生自 Character 的 Player 类(Enemy 和 NPC 也将派生自抽象 Character 类)。
无论如何,希望这是有道理的。我的问题是这样的:
当我尝试在引擎中使用播放器类时,我无法访问任何 Sprite 函数。
我收到以下错误:
'Sprite' is not an accessible base of 'Player'
以下是头文件:
雪碧.h:
class Sprite{
public:
virtual ~Sprite() = 0; //I want this to be an abstract class and yes this is defined in the cpp
//Initialization functions - MUST be called before anything else in the class can be used.
void setupCollider(int xo, int yo, int ho, int wo);
void setupSheet(SDL_Surface* dest, std::string file, int numClips, int ac, int _res, int sr);
//SpriteSheet functions
void setActiveClip(int a);
int getActiveClip() const;
void draw() const;
int getResolution() const;
SDL_Surface* getDest();
//Collider functions
void updateCollider();
SDL_Rect box() const;
bool collision(SDL_Rect other) const;
//Access and Modify coordinates of the sprite
void setLoc(int x, int y) { _x = x; _y = y; }
int getX() const { return _x; }
int getY() const { return _y; }
private:
struct Collider{
SDL_Rect _box;
int x_offset,
y_offset;
};
struct SpriteSheet{
SDL_Surface* destination;
SDL_Surface* sheet;
SDL_Rect* clips;
int _numClips;
int active;
int res;
int sheetrows;
};
Collider collisionAttributes;
SpriteSheet spriteSheetAttributes;
int _x, _y;
};
字符.h:
class Character : public Sprite{
public:
virtual void move(Direction direction_input, const TileMap& currentlevel) = 0;
virtual void animate() = 0;
virtual void setAttributes( int h, int sp, int ad, int d, int m, int md, int l, std::string n){
hearts = h; speed = sp; attackdamage = ad;
defense = d; magicdamage = m; magicdefense = md;
level = l; name = n;
}
bool isDead() const{
return hearts == 0;
}
void heal(int heartsup){
hearts += heartsup;
}
void dealDamage(int heartsDown){
hearts -= heartsDown;
}
protected:
int hearts;
int speed;
int attackdamage;
int defense;
int magicdamage;
int magicdefense;
int level;
std::string name;
};
播放器.h:
//Not fully finished yet, but should work for the purposes of this question
class Player : protected Character{
public:
~Player(){
if(heart) SDL_FreeSurface(heart);
}
static const int HEART_WIDTH;
void move(Direction direction_input, const TileMap& currentlevel);
void animate();
void updateCamera(TileMap& currLevel);
private:
SDL_Surface* heart;
enum ClipFace
{
UP1,
UP2,
DOWN1,
DOWN2,
LEFT1,
LEFT2,
RIGHT1,
RIGHT2
};
static const std::string HEART;
static const int HEART_RES;
};
当我尝试从播放器中的 Sprite 调用设置函数时,我的引擎中出现第一个错误,第一个错误是:
player.setLoc(levels[0].startX(), levels[0].startY());
任何和所有的帮助表示赞赏。
[已解决] 编辑:评论的另一种解决方案:角色类没有从 Sprite 类继承任何东西,所以它在技术上不必从它派生。我没有让 Character 从 Sprite 继承,而是让 Player 从 Sprite 和 Character 继承,这也有效。我不确定什么是更好的设计。