使用特定变量值启动派生类
对于下面的代码片段,如何使用变量(例如 x、y、类型)初始化类 Enemy 的实例?我让它工作正常,无论我插入多少个实例,它都会触发实例...我只需要知道创建具有某些变量的敌人的最佳方法,这些变量对于我的每个实例都会有所不同...特别是当某些情况下这些变量中的一些位于基类中,而其他变量则不在基类中。
class BaseObject
{
public:
virtual void Render() = 0;
int x;
int y;
};
class Enemy : public BaseObject
{
public:
Enemy() { }
virtual void Render()
{
cout << "Render! Enemy" << endl;
}
typedef std::set<BaseObject *> GAMEOBJECTS;
GAMEOBJECTS g_gameObjects;
int main()
{
g_gameObjects.insert(new Enemy());
g_lootObjects.insert(new Loot());
for(GAMEOBJECTS::iterator it = g_gameObjects.begin();
it != g_gameObjects.end();
it++)
{
(*it)->Render();
}
for(GAMEOBJECTS::iterator it = g_lootObjects.begin();
it != g_lootObjects.end();
it++)
{
(*it)->Render();
}
return 0;
}
For the below code snippet, how do I initialize instances of class Enemy with variables (such as x, y, type)? I have it working correctly, it triggers the instances no matter how many of them I insert... I just need to know the best way of creating an enemy with certain variables that will differ for each of my instances... particularly when some of those variables are in the base class and others are not.
class BaseObject
{
public:
virtual void Render() = 0;
int x;
int y;
};
class Enemy : public BaseObject
{
public:
Enemy() { }
virtual void Render()
{
cout << "Render! Enemy" << endl;
}
typedef std::set<BaseObject *> GAMEOBJECTS;
GAMEOBJECTS g_gameObjects;
int main()
{
g_gameObjects.insert(new Enemy());
g_lootObjects.insert(new Loot());
for(GAMEOBJECTS::iterator it = g_gameObjects.begin();
it != g_gameObjects.end();
it++)
{
(*it)->Render();
}
for(GAMEOBJECTS::iterator it = g_lootObjects.begin();
it != g_lootObjects.end();
it++)
{
(*it)->Render();
}
return 0;
}
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将参数包含在敌方构造函数和基构造函数中。然后您可以使用它们来初始化成员变量。
和
Include the arguments in the enemy constructor and Base constructors. You can then use those to initialize the member variables.
and