C ++ Xcode,如何包含和声明我的对象

时间:2013-03-03 13:02:02

标签: c++ xcode cocos2d-x

我编辑了原始邮件,完全按照原样包含我的代码。对不起,麻烦。

这是我正在尝试使用指向我添加到项目中的类的指针:

#ifndef MYAPP_DivGameLayer_h
#define MYAPP_DivGameLayer_h

// When you import this file, you import all the cocos2d classes
#include "cocos2d.h"
#include "Box2D.h"
#include "DivBall.h"    

#define PTM_RATIO 32
#define GRAVITY -10.0f
#define VELOCITY_ITERS 8
#define POSITION_ITERS 1
#define BALLS_COUNT 2

class DivGameLayer : public cocos2d::CCLayer {

public:

    ~DivGameLayer();
    DivGameLayer();

    // returns a Scene that contains the layer as the only child
    static cocos2d::CCScene* scene();

    // functions for handling user input touches    
    virtual void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);

    // game update loop function
    void update(float dt);

private:

    // CONSTANTS
    float SCREEN_WIDTH;
    float SCREEN_HEIGHT;

    b2World* world;                 // the game's world
    DivBall* balls;                 // balls
    int next;                       // pointer to next ball

    // initialize the game's world
    void initWorld();

    // initialize balls
    void initBalls();
};
#endif

这是我的DivBall头文件:

#ifndef MYAPP_DivBall_h
#define MYAPP_DivBall_h

#include "DivGameLayer.h"

#define PATH "ball.png"
#define DENSITY 0.25f
#define FRICTION 0.1f
#define RESTITUTION 0.7f

class DivBall : public cocos2d::CCSprite {

public:

    ~DivBall();
    DivBall(DivGameLayer layer, b2World* world, cocos2d::CCPoint location, float Vx, float Vy, float omega);

private:

    DivBall();    
    b2Body* body;

};

#endif

这是DivBall.cpp:

#include "DivBall.h"
#include "SimpleAudioEngine.h"

using namespace cocos2d;
using namespace CocosDenshion;

// defualt CTOR
DivBall::DivBall()
{

}

// CTOR
DivBall::DivBall(DivGameLayer layer, b2World* world, CCPoint location, float Vx, float Vy, float omega)
{
    CCSprite *sprite = CCSprite::create(PATH);
    sprite->setPosition( CCPointMake(location.x, location.y) );
    layer->addChild(sprite);

    // Define the dynamic body.
    b2BodyDef bodyDef;
    bodyDef.type = b2_dynamicBody;
    bodyDef.position.Set(location.x/PTM_RATIO, location.y/PTM_RATIO);
    bodyDef.userData = sprite;
    b2Body *body = world->CreateBody(&bodyDef);

    // Define a circle shape for our dynamic body.
    b2CircleShape circle;
    circle.m_radius = (sprite->getContentSize().width/2.0f)/PTM_RATIO;


    // Define the dynamic body fixture.
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &circle;
    fixtureDef.density =  DENSITY;
    fixtureDef.friction = FRICTION;
    fixtureDef.restitution = RESTITUTION;
    body->CreateFixture(&fixtureDef);

    // set velocity
    body->SetLinearVelocity(b2Vec2(Vx/PTM_RATIO, Vy/PTM_RATIO));
    body->SetAngularVelocity(omega);
}

// DCTOR
DivBall::~DivBall()
{
        // nothing...
}

我在GameLayer中遇到编译错误:未知类型名称Ball。

抱歉不清楚。

1 个答案:

答案 0 :(得分:1)

  

我创建了一些属于我自己的课程,比如说foo

不,你没有。您只创建了头文件和实现文件。正如你在评论中提到的那样:

  

foo.h中没有任何内容我只是添加了文件:foo.h和foo.cpp

那么,编译器告诉你foo是一个未知的类型名称,这是有道理的,因为你还没有定义任何名为foo的类型。您的foo.h标头为空。只需将名为foo的类型添加到该标头,例如:

class foo
{
    // Whatever...
};

修改

更新后,现在更清楚问题是什么。在DivGameLayer类的定义中,声明类型为DivBall*的成员变量。但是,DivBall.h标头未包含在定义DivGameLayer的标头中。因此,在处理该类定义时,类型DivBall是未知的。

你应该为它添加一个前向声明:

class DivBall; // <== ADD THIS

class DivGameLayer : public cocos2d::CCLayer 
{
    ...
};