好的,所以我有一些问题。1.我需要能够在使用游戏创建时注册子类以进行广播。2. 我需要能够从 GameObject 指针数组中调用子类的方法。3. 我需要它是实际的课程,而不仅仅是它们的副本。在文件 systemvars.hi 中有我的全局方法和一些变量。
#pragma once
//=================================
// include guard
#ifndef _SYSTEMVARS_H_
#define _SYSTEMVARS_H_
//=================================
// forward declared dependencies
class Game;
//=================================
// included dependencies
#include <iostream>
using namespace std;
//global enums
const enum CLASSTYPE{CLASSTYPE_NULL,CLASSTYPE_PLAYER,CLASSTYPE_DUNGION,CLASSTYPE_ENTITY,CLASSTYPE_MAP,CLASSTYPE_MENU};
//Global methods
void setGameRefrence(Game*);
Game* getGameRefrence();
systemvars.cpp:定义
#include "SystemVars.h"
static Game* curentgame;
void setGameRefrence(Game* mygame)
{
curentgame = mygame;
}
Game* getGameRefrence()
{
return curentgame;
}
在我的 Game.h 中:游戏对象的持有者
#pragma once
//=================================
// include guard
#ifndef _GAME_H_
#define _GAME_H_
//=================================
// forward declared dependencies
class GameObject;
//class Player;
//=================================
// included dependencies
#include "SystemVars.h"
#include "GameObject.h"
//#include "Player.h"
#include <iostream>
using namespace std;
//=================================
// the actual class
class Game
{
public:
Game(void);
void registerGameObject(GameObject*);
void unregisterGameObject(GameObject*);
void sendMessageToAllObjects(string message,CLASSTYPE recipeint);
~Game(void);
private:
GameObject *gameobjects2[1000];
int numberofobject;
};
#endif
game.cpp 游戏类定义
#include "Game.h"
//#include "Player.h"
Game::Game(void)
{
setGameRefrence(this);
//logHelperMessage(INFO,1,"Registerd game");
numberofobject = 0;
}
void Game::registerGameObject(GameObject* newobj)
{
//logHelperMessage(INFO,1,"Registerd");
newobj->setId(numberofobject);
gameobjects2[numberofobject] = newobj;
numberofobject++;
//gameobjects.push_back(newobj);
}
void Game::unregisterGameObject(GameObject* objtodie)
{
//logHelperMessage(INFO,1,"Unregister");
for(int i = objtodie->getId();i < numberofobject - 1;i++)
{
gameobjects2[i] = gameobjects2[i+1];
gameobjects2[i]->setId(i);
}
gameobjects2[numberofobject-1] = nullptr;
numberofobject--;
}
void Game::sendMessageToAllObjects(string message,CLASSTYPE recipeint)
{
for(int i = 0; i < numberofobject;i++)
{
cout << "Sent the message from game");
//((Player *)gameobjects2[i])->sendMessage(message);
//static_cast<Player*>(gameobjects2[i])->sendMessage(message);
}
}
Game::~Game(void)
{
}
Gameobject.h:我的内部游戏类的父级。
#pragma once
//=================================
// include guard
#ifndef _GAMEOBJECT_H_
#define _GAMEOBJECT_H_
//=================================
// forward declared dependencies
enum CLASSTYPE;
//=================================
// included dependencies
#include <iostream>
#include "SystemVars.h"
using namespace std;
//=================================
// the actual class
class GameObject
{
public:
GameObject();
GameObject(CLASSTYPE mytype);
~GameObject(void);
virtual void sendMessage(string data);
virtual CLASSTYPE getMyClassType();
virtual void setMyClassType(CLASSTYPE newrecip);
void setId(int val);
int getId();
protected:
CLASSTYPE _MYCURRENTCLASSTYPE;
int myid;
};
#endif
游戏对象.cpp
#include "GameObject.h"
GameObject::GameObject() : _MYCURRENTCLASSTYPE(CLASSTYPE_NULL)
{
//do not register
}
GameObject::GameObject(CLASSTYPE mytype): _MYCURRENTCLASSTYPE(mytype)
{
//register this object into the gameobject list.
getGameRefrence()->registerGameObject(this);
}
GameObject::~GameObject(void)
{
getGameRefrence()->unregisterGameObject(this);
}
void GameObject::sendMessage(string data)
{
//logHelperMessage(INFO,1,"Recived te message in GameObject");
cout << "Recived te message in GameObject";
}
CLASSTYPE GameObject::getMyClassType()
{
return _MYCURRENTCLASSTYPE;
}
void GameObject::setMyClassType(CLASSTYPE newrecip)
{
}
void GameObject::setId(int val)
{
myid = val;
}
int GameObject::getId()
{
return myid;
}
播放器.h:
pragma once
//=================================
// include guard
#ifndef _PLAYER_H_
#define _PLAYER_H_
//=================================
// forward declared dependencies
//=================================
// included dependencies
#include "SystemVars.h"
#include "GameObject.h"
//=================================
// the actual class
class Player : public GameObject
{
public:
Player();
void sendMessage(string data) override;
void test();
}
播放器.cpp:
Player::Player() : GameObject(CLASSTYPE_PLAYER)
{
}
void Player::sendMessage(string data)
{
//logHelperMessage(INFO,1,"Recived the message in Player");
cout << "Recived the message in Player";
//logHelperMessage(INFO,1,data.c_str());
cout << data;
}
void Player::test()
{
cout << "Sent message";
getGameRefrence()->sendMessageToAllObjects("Test",CLASSTYPE_PLAYER);
}
主文件
#pragma once
#include "SystemVars.cpp"
#include "Player.h"
#include "Game.h"
Game mygame;
int main(int argc, char **argv)
{
setGameRefrence(&mygame);
Player newplayer = Player();
newplayer.test();
}
现在这一切都已经过去了。预期的输出是:
Sent message
Sent message from game
Recived message in Player
但我得到:
Sent message
Sent message from game
Recived message in Gameobject
我很确定我有一个切片问题,但我不知道该怎么做,或者它在哪里。那么,有什么想法吗?
另外,我试图减少课程,所以我没有发布 2000~ 行代码。因此,如果有任何遗漏,请告诉我。大约有十几个类继承自游戏对象。我需要他们都以一种或另一种方式互相交谈。