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我编辑了我的原始消息,以完全按原样包含我的代码。很抱歉给您带来麻烦。

这是我尝试使用指向我添加到项目中的类的指针的地方:

#ifndef MYAPP_DivGameLayer_h
#define MYAPP_DivGameLayer_h

// When you import this file, you import all the cocos2d classes
#include "cocos2d.h"
#include "Box2D.h"
#include "DivBall.h"    

#define PTM_RATIO 32
#define GRAVITY -10.0f
#define VELOCITY_ITERS 8
#define POSITION_ITERS 1
#define BALLS_COUNT 2

class DivGameLayer : public cocos2d::CCLayer {

public:

    ~DivGameLayer();
    DivGameLayer();

    // returns a Scene that contains the layer as the only child
    static cocos2d::CCScene* scene();

    // functions for handling user input touches    
    virtual void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);

    // game update loop function
    void update(float dt);

private:

    // CONSTANTS
    float SCREEN_WIDTH;
    float SCREEN_HEIGHT;

    b2World* world;                 // the game's world
    DivBall* balls;                 // balls
    int next;                       // pointer to next ball

    // initialize the game's world
    void initWorld();

    // initialize balls
    void initBalls();
};
#endif

这是我的 DivBall 头文件:

#ifndef MYAPP_DivBall_h
#define MYAPP_DivBall_h

#include "DivGameLayer.h"

#define PATH "ball.png"
#define DENSITY 0.25f
#define FRICTION 0.1f
#define RESTITUTION 0.7f

class DivBall : public cocos2d::CCSprite {

public:

    ~DivBall();
    DivBall(DivGameLayer layer, b2World* world, cocos2d::CCPoint location, float Vx, float Vy, float omega);

private:

    DivBall();    
    b2Body* body;

};

#endif

这是 DivBall.cpp:

#include "DivBall.h"
#include "SimpleAudioEngine.h"

using namespace cocos2d;
using namespace CocosDenshion;

// defualt CTOR
DivBall::DivBall()
{

}

// CTOR
DivBall::DivBall(DivGameLayer layer, b2World* world, CCPoint location, float Vx, float Vy, float omega)
{
    CCSprite *sprite = CCSprite::create(PATH);
    sprite->setPosition( CCPointMake(location.x, location.y) );
    layer->addChild(sprite);

    // Define the dynamic body.
    b2BodyDef bodyDef;
    bodyDef.type = b2_dynamicBody;
    bodyDef.position.Set(location.x/PTM_RATIO, location.y/PTM_RATIO);
    bodyDef.userData = sprite;
    b2Body *body = world->CreateBody(&bodyDef);

    // Define a circle shape for our dynamic body.
    b2CircleShape circle;
    circle.m_radius = (sprite->getContentSize().width/2.0f)/PTM_RATIO;


    // Define the dynamic body fixture.
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &circle;
    fixtureDef.density =  DENSITY;
    fixtureDef.friction = FRICTION;
    fixtureDef.restitution = RESTITUTION;
    body->CreateFixture(&fixtureDef);

    // set velocity
    body->SetLinearVelocity(b2Vec2(Vx/PTM_RATIO, Vy/PTM_RATIO));
    body->SetAngularVelocity(omega);
}

// DCTOR
DivBall::~DivBall()
{
        // nothing...
}

我在 GameLayer 中得到一个编译错误:未知类型名称 Ball。

抱歉不清楚。

4

1 回答 1

1

我创建了自己的一些类,比如 foo

不,你没有。您只创建了一个头文件和一个实现文件。正如您在评论中提到的:

foo.h 中什么都没有我只是添加了文件: foo.h 和 foo.cpp

好吧,那么编译器会告诉你foo是一个未知的类型名称,这是有道理的,因为你还没有定义任何名为 的类型foo。你的foo.h标题是空的。只需向该标头添加一个名为的类型foo,例如:

class foo
{
    // Whatever...
};

编辑:

更新后,现在更清楚问题所在了。在你的DivGameLayer类的定义中,你声明了一个 type 的成员变量DivBall*。但是,在定义DivBall.h的标头中不包含标头DivGameLayer。因此,在处理该类定义时,类型DivBall是未知的。

您应该为它添加一个前向声明:

class DivBall; // <== ADD THIS

class DivGameLayer : public cocos2d::CCLayer 
{
    ...
};
于 2013-03-03T13:12:52.393 回答