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。
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...
};
修改强>
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
{
...
};