Riv*_*asa 5 c++ constructor class object
所以我正在研究我的代码,它以模块化的方式设计.现在,我的一个班级; 被调用Splash必须创建另一个被调用的类的对象Emitter.通常你只需要创建对象并完成它,但这在这里不起作用,因为Emitter类有一个自定义构造函数.但是当我尝试创建一个对象时,它不起作用.
举个例子;
Emitter有一个像这样的构造函数:Emitter::Emitter(int x, int y, int amount);并且需要创建,以便可以在Splash类中访问它.
我试图这样做,但它不起作用:
class Splash{
private:
Emitter ps(100, 200, 400, "firstimage.png", "secondimage.png"); // Try to create object, doesn't work.
public:
// Other splash class functions.
}
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我也试过这个,但也没用:
class Splash{
private:
Emitter ps; // Try to create object, doesn't work.
public:
Splash() : ps(100, 200, 400, "firstimage.png", "secondimage.png")
{};
}
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编辑:我知道第二种方式应该可行,但事实并非如此.如果我删除该Emitter部分,代码工作.但是当我第二种方式,没有窗口打开,没有应用程序执行.
那么如何创建我的Emitter对象Splash呢?
编辑:
这是我的发射器类和标头的代码:
Header
// Particle engine for the project
#ifndef _PARTICLE_H_
#define _PARTICLE_H_
#include <vector>
#include <string>
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include "image.h"
extern SDL_Surface* gameScreen;
class Particle{
private: // Particle settings
int x, y;
int lifetime;
private: // Particle surface that shall be applied
SDL_Surface* particleScreen;
public: // Constructor and destructor
Particle(int xA, int yA, string particleSprite);
~Particle(){};
public: // Various functions
void show();
bool isDead();
};
class Emitter{
private: // Emitter settings
int x, y;
int xVel, yVel;
private: // The particles for a dot
vector<Particle> particles;
SDL_Surface* emitterScreen;
string particleImg;
public: // Constructor and destructor
Emitter(int amount, int x, int y, string particleImage, string emitterImage);
~Emitter();
public: // Helper functions
void move();
void show();
void showParticles();
};
#endif
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这是发射器功能:
#include "particle.h"
// The particle class stuff
Particle::Particle(int xA, int yA, string particleSprite){
// Draw the particle in a random location about the emitter within 25 pixels
x = xA - 5 + (rand() % 25);
y = yA - 5 + (rand() % 25);
lifetime = rand() % 6;
particleScreen = Image::loadImage(particleSprite);
}
void Particle::show(){
// Apply surface and age particle
Image::applySurface(x, y, particleScreen, gameScreen);
++lifetime;
}
bool Particle::isDead(){
if(lifetime > 11)
return true;
return false;
}
// The emitter class stuff
Emitter::Emitter(int amount, int x, int y, string particleImage, string emitterImage){
// Seed the time for random emitter
srand(SDL_GetTicks());
// Set up the variables and create the particles
x = y = xVel = yVel = 0;
particles.resize(amount, Particle(x, y, particleImage));
emitterScreen = Image::loadImage(emitterImage);
particleImg = particleImage;
}
Emitter::~Emitter(){
particles.clear();
}
void Emitter::move(){
}
void Emitter::show(){
// Show the dot image.
Image::applySurface(x, y, emitterScreen, gameScreen);
}
void Emitter::showParticles(){
// Go through all the particles
for(vector<Particle>::size_type i = 0; i != particles.size(); i++){
if(particles[i].isDead() == true){
particles.erase(particles.begin() + i);
particles.insert(particles.begin() + i, Particle(x, y, particleImg));
}
}
// And show all the particles
for(vector<Particle>::size_type i = 0; i != particles.size(); i++){
particles[i].show();
}
}
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第二个选项应该工作,我会开始查看编译错误,看看它为什么没有.实际上,请发布与此代码相关的任何编译错误.
在此期间,您可以执行以下操作:
class Splash{
private:
Emitter* ps;
public:
Splash() { ps = new Emitter(100,200,400); }
Splash(const Splash& copy_from_me) { //you are now responsible for this }
Splash & operator= (const Splash & other) { //you are now responsible for this}
~Splash() { delete ps; }
};
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