Sli*_*ims 0 c++ oop polymorphism sdl virtual-functions
我正在编写一个以RPG元素迷宫为中心的简单2D游戏.它主要用于学习目的,用于练习类设计,图论算法,数据结构使用和使用2D图形.
该计划的简要概述:
游戏本身是基于平铺的.它当前生成并绘制迷宫到屏幕,允许玩家移动和墙壁的碰撞检测; 此外,它可以处理更大的迷宫的屏幕滚动.
无论如何,现在我正在构建一个处理在地图周围放置对象的对象.列表中的第一个是金币,然后是心和物品.我认为这是练习继承和多态的好时机,但我还没有接受过这种设计的正式培训.这是头文件:
#ifndef MAP_OBJECT_H
#define MAP_OBJECT_H
#include "Common.h"
#include "Utility Functions.h"
const int TILE_SIZE = 80;
class MapObject
{
public:
MapObject(unsigned int nClips, unsigned int r, unsigned int c, unsigned int cSize) :
sheet(0), clips(0), row(r), col(c), numClips(nClips), clipSize(cSize)
{
//For those of you who aren't familiar with sprite sheet usage, basically this
// handles which part of the sprite sheet your on, so it will draw the correct sprite to the screen
if(numClips > 0) clips = new SDL_Rect[numClips];
box.h = clipSize;
box.w = clipSize;
}
virtual ~MapObject() //NOt sure if this is right. All the derived classes will
// behave the same upon deletion, since the only resource
// that got allocated was for the box SDL_rect
{
if(clips) delete[] clips;
}
void initBox(int modX, int modY);
//I think each object will draw a little different, so I made it virtual
virtual void draw() = 0;
//Same with interaction--although I'm not sure how my player class is going to be able to handle this yet
virtual void interact() = 0;
SDL_Rect getBox() const;
private:
SDL_Surface* sheet;
SDL_Rect box;
SDL_Rect* clips;
unsigned int row, col;
unsigned int numClips;
unsigned int clipSize;
MapObject() {} //Made this private because I want the memory to be allocated, and
// numClips needs to be initialized for that to happen, so
//basically I'm forcing the user to use the constructor with parameters
};
class Coin : public MapObject
{
enum CoinFace //This represents all the different coin facings in the sprite
//sheet, so that is can animate. Used in the draw function.
{
FRONT,
TURN1,
TURN2,
TURN3,
USED
};
CoinFace active;
public:
virtual void draw(SDL_Surface* destination);
virtual void interact();
};
#endif //MAP_OBJECTS
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我最大的问题是一般性问题:这是我设计的一个良好开端吗?他们的明显问题是什么?滥用OOD原则/惯例?
定义虚拟析构函数是否允许所有派生类使用它?或者我是否需要为每个派生类定义它?
我意识到这很多,我感谢任何帮助.我真的想了解OOD以及如何使用多态,所以来自一些专家的帮助会非常有用.
再次感谢.
编辑:大问题我也是开始能够修改派生类中的私有数据成员的问题.如果我需要这样做,我听说这是糟糕的课堂设计,我猜我不知道如何编写一个好的界面.
部分问题依赖于意见问题.然而:
MapObject*将被正确地与被破坏delete,其执行~Coin()和~MapObject(),以该顺序.protected而不是private.这可能是您希望在此处执行的更简单的解决方案.setActive(CoinFace).您可以根据需要调整这些函数,例如防止对整个对象不一致的属性进行无效定义.与前面的解决方案一样,您可以使这些setter受到保护,以便只有派生类才能访问它们.friend另一个类(称为A).A的实例可以获取该类的对象并访问其所有私有成员.| 归档时间: |
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