TRE*_*MOR 0 c++ class initialization-list
我正在制作一个游戏,其中我控制游戏对象的主要类是"inGame".将在"inGame"中组成其他几个自定义类.
喜欢,
class mouse
{
int x, y;
bool alive;
float speed;
public:
mouse(int xx, int yy, float spd, bool alv)
{
x = xx; y = yy; speed = spd; alive = alv;
}
// member functions
};
class inGame
{
mouse m1;
dog d1; // single object which are easy to construct
public:
inGame() : d1(200, 400, 1.5, false), m1(40, 40, 0.5, false) //This works fine
{} //coordinates fixed and set by me
// member functions
};
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但现在可以说我想要3个鼠标.所以我想到了m1 [3]或者也许是一个向量.
class inGame
{
mouse m1[3]; // like i want 3 mouse(animals) in the game screen
dog d1; // single object which are easy to construct
public:
inGame() : d1(200, 400, 1.5, false) //Confusion here m1(40, 40, 0.5, false)
{}
// members
};
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所以我尝试了以下内容:
inGame() : m1[0](1,2,3,true), m1[1](2,3,4,true), m1[2](3,4,5,true) { } //NO
inGame() : m1 { (1,2,3,true), (2,3,4,true), (3,4,5,true) } { } //NO
inGame() : m1 { (1,2,3,true), (2,3,4,true), (3,4,5,true); } { }
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即使我使用std :: vector m1然后如何通过inGame默认构造函数初始化?它会在构造函数内写吗?
mouse temp(1,2,3,true);
m1.push_back(temp);
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哪种方法更好?在主要我会做:
inGame GAME; //Just to construct all animals without user requirement
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谢谢.
更新:
没有运气
inGame() : m1 { mouse(1,2,3,true), mouse(2,3,4,true), mouse(3,4,5,true) } { }
inGame() : m1 { {1,2,3,true}, {2,3,4,true}, {3,4,5,true} } { }
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在"m1 {"之后出现"期望a)"的错误.并且m1 {"} < - "表示"预期a;"
假设您使用的是C++ 11或更高版本,
inGame() : m1{{1,2,3,true}, {2,3,4,true}, {3,4,5,true}}
{}
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这将工作无论是规则的阵列,std::array,std::vector,或任何其它序列容器.
如果你坚持使用古老的方言,那么初始化将更成问题.使用向量,并push_back在您描述的构造函数中调用,可能是最不讨厌的方法.要使用数组,您需要提供mouse默认构造函数,然后重新分配构造函数中的每个元素.