Wil*_*nes 8 c++ virtual state class
我在尝试遵循一些优秀的教程后,试图煽动一个简单的状态模式:http://gameprogrammingpatterns.com/state.html
我正在完成当前教程的一半,我试图通过将它们包含在基类中来复制每个状态的静态实例.但是,当谈到切换状态时,g ++会抛出这个错误.
state_test.cpp: In member function ‘virtual void Introduction::handleinput(Game&, int)’:
state_test.cpp:55:16: error: cannot convert ‘Playing*’ to ‘GameState*’ in assignment
game.state_ = &GameState::play;
^
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现在,我理解错误涉及指针的转换,但我真的很难看到如何解决它.当我跟随这些人的代码时,我有点期待它可以工作,但是因为他正在改变它,并且试图强化最佳实践,我没有完整的源代码可以遵循.但是,在我完成本教程的其余部分之前,我觉得在此阶段理解代码非常重要.
以下是我创建的代码,试图复制他的状态系统:
#include <iostream>
class Game;
class Introduction;
class Playing;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState() {std::cout << "an undefined GameState has been destroyed" << std::endl;}
virtual void handleinput(Game& game, int arbitary) {}
virtual void update(Game& game) {}
};
class Game
{
public:
Game()
{}
~Game()
{}
virtual void handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
virtual void update()
{
state_->update(*this);
}
//private:
GameState* state_;
};
class Introduction : public GameState
{
public:
Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
virtual void handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
virtual void update(Game& game) {}
};
class Playing : public GameState
{
public:
Playing() {std::cout << "constructed Playing state" << std::endl;}
virtual void handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
virtual void update(Game& game) {}
};
int main(int argc, char const *argv[])
{
Game thisgame;
return 0;
}
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我的实现没有编译的任何想法?
编辑:
因此,为了回应早期的辅导,我非常感激,我修改了代码.我首先将它们全部放在单独的文件中,但是对于这么少量的测试代码来说,这比它的价值更麻烦.我只是重写了一个声明类的头文件,然后在.cpp文件中定义它们.
这是.h文件:
class Introduction;
class Playing;
class Game;
class GameState;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Introduction : public GameState
{
public:
Introduction();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Playing : public GameState
{
public:
Playing();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Game
{
public:
Game();
~Game();
virtual void handleinput(int arbitary);
virtual void update();
GameState* state_;
};
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这是.cpp文件:
#include <iostream>
#include "state.h"
GameState::~GameState()
{std::cout << "Exiting Game State Instance" << std::endl;}
void GameState::handleinput(Game& game, int arbitary)
{}
void GameState::update(Game& game)
{}
Game::Game()
{}
Game::~Game()
{}
void Game::handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
void Game::update()
{
state_->update(*this);
}
Introduction::Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
void Introduction::handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
void Introduction::update(Game& game) {}
Playing::Playing()
{
std::cout << "constructed Playing state" << std::endl;
}
void Playing::handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
void Playing::update(Game& game) {}
int main(int argc, char const *argv[])
{
Game mygame;
return 0;
}
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我仍然无法让它发挥作用.之前的错误已经消失,但我正在努力访问"引入"的静态实例并在基类内部进行播放.抛出的错误是:
/tmp/ccH87ioX.o: In function `Introduction::handleinput(Game&, int)':
state_test.cpp:(.text+0x1a9): undefined reference to `GameState::play'
/tmp/ccH87ioX.o: In function `Playing::handleinput(Game&, int)':
state_test.cpp:(.text+0x23f): undefined reference to `GameState::intro'
collect2: error: ld returned 1 exit status
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我以为我怀疑了!太沮丧了!
我应该补充一点,RustyX提供的答案确实可以编译,但是我必须在类定义之外移动"播放"和"介绍"的实例,然后我就不再将它们设置为静态,我相信这很重要因为我只需要一个实例,我希望它们尽早初始化.
问题是编译器从上到下读取文件.在包含的行
game.state_ = &GameState::play;
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他仍然不知道Playing
继承自GameState
.它只知道这Playing
是一个将在稍后声明的类.
您应该从方法实现中拆分类声明.首先是所有类声明,然后是方法实现.在更大的项目中,您可以将它们全部拆分为单独的*.h和*.cpp文件,这种排序自然会发生.
缩短的例子:
class Playing : public GameState
{
public:
Playing();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
// Declarations of other classes...
Playing::Playing() {
std::cout << "constructed Playing state" << std::endl;
}
void Playing::handleinput(Game& game, int arbitrary) {
if (arbitary == 0)
game.state_ = &GameState::intro;
}
}
void Playing::update(Game& game) {
}
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您可以在类声明中保留一些方法.通常,如果方法很小,可以从内联中受益,并且没有这种循环依赖性问题.