我正在尝试使用SFML库在C ++中创建一个在屏幕上移动的角色。 每次创建项目时,我都会遇到相同的LNK 2001错误。
请向我解释我做错了什么以及如何解决它。我还是初学者,所以如果你有任何关于修复错误或编写代码的建议,我会喜欢它。
Main.cpp的:
#include "Game.cpp"
#include "Game.h"
int main ()
{
Game Game;
Game.GameRun();
}
Game.h:
#pragma once
#include <SFML\Window.hpp>
#include "Character.h"
class Game
{
public:
void GameRun ();
void UpdateGame(Character player);
void Controls(int sourceX, int sourceY, Character player);
};
Character.h:
#pragma once
#include <SFML\Graphics.hpp>
#include <SFML\System.hpp>
#include <SFML\Window.hpp>
#include "Game.h"
class Character
{
public:
enum Direction {Down, Left, Right, Up};
int characterX;
int characterY;
sf::Texture txt_character;
sf::Sprite spr_character;
};
Game.cpp:
#include "Game.h"
#include "Character.h"
#include <iostream>
inline void Game::GameRun()
{
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML test");
Character player;
player.characterX = 1;
player.characterY = Character::Down;
player.txt_character.loadFromFile("character sprite sheet.png");
player.spr_character.setTexture(player.txt_character);
while(window.isOpen())
{
Game::UpdateGame(player);
}
}
inline void Game::UpdateGame(Character player)
{
sf::Event event;
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML test");
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
Game::Controls(player.characterX, player.characterY, player);
player.spr_character.setTextureRect(sf::IntRect(player.characterX * 32, player.characterY * 32, 32, 32));
window.draw(player.spr_character);
window.display();
window.clear();
}
inline void Game::Controls(int sourceX, int sourceY, Character player)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
sourceY = Character::Up;
sourceX++;
if (sourceX * 32 >= player.txt_character.getSize().x)
sourceX = 0;
player.spr_character.move(0, -2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
sourceY = Character::Down;
sourceX++;
if (sourceX * 32 >= player.txt_character.getSize().x)
sourceX = 0;
player.spr_character.move(0, 2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
sourceY = Character::Left;
sourceX++;
if (sourceX * 32 >= player.txt_character.getSize().x)
sourceX = 0;
player.spr_character.move(-2, 0);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
sourceY = Character::Right;
sourceX++;
if (sourceX * 32 >= player.txt_character.getSize().x)
sourceX = 0;
player.spr_character.move(2, 0);
}
}
错误:
1&gt; main.obj:错误LNK2001:未解析的外部符号“public:static int Character :: characterY”(?characterY @ Character @@ 2HA)
1&gt; main.obj:错误LNK2001:未解析的外部符号“public:static int Character :: characterX”(?characterX @ Character @@ 2HA)
1&gt; C:\ Users \ SONY \ Documents \ Visual Studio 2010 \ Projects \ Top Down Game \ Debug \ Game.exe:致命错误LNK1120:2个未解析的外部
谢谢:D
编辑:仅供参考我有没有类的代码,它工作得很好,它只是main.cpp中的一大块代码
编辑:指向程序文件夹的链接:https://www.dropbox.com/s/3yyjti8zwu019s7/Top%20Down%20Game%20With%20Classes.rar
答案 0 :(得分:2)
编辑2014/03/08:我尝试过您的来源。删除#include "Game.cpp"
文件中的Main.cpp
和inline
文件中的Game.cpp
关键字。
背后的逻辑不起作用所以我将其修改为最小值,以便在修复编译(链接)错误后立即生效。您应该尝试我的代码,看看它是否有用。
按值传递播放器对象(如同void someMethod(Character player)
时那样)将对象的副本发送给方法。因此,当您对播放器对象进行更改时,这些更改仅对副本而不是实际播放器进行。我改变了你的代码,所以它发送了一个指针(void someMethod(Character * player)
。该方法接收一个指向实际玩家对象的指针,对该对象所做的更改反映在实际的玩家对象上。
除了使用指针之外还有一些解决方案(有些人可能会认为它太过分或过于危险)。
可能是:
void someMethod(Character& player)
Character someMethod(Character player)
Character someMethod(const Character& player)
另一件事是你在Character类中按值保留sf :: Texture。 sf :: Texture实际上是“重”对象,所以它们不应该通过值传递,而应该作为指针保存。你可以做的最好的事情(我在下面的代码中没做过)是从Character类中完全删除sf :: Texture并且只保留已经拥有sf :: Texture的sf :: Sprite(在一种优化的方式,所以你不用担心它。)
<强> Main.cpp的强>
#include "Game.h"
int main ()
{
Game Game;
Game.GameRun();
}
<强> Game.h 强>
#ifndef GAME_H_
#define GAME_H_
//#include <SFML/Window.hpp> /* you don't need this */
#include <SFML/Graphics/RenderWindow.hpp>
// forward declaration, this prevents recursive/circular dependencies.
// only works with pointer or referenced type.
class Character;
class Game
{
public:
void GameRun ();
// I change the param to pointer to Character for logic reasons.
// You were doing changes on a Character COPY of the player,
// which was deleted when leaving the scope of the functions.
void UpdateGame(Character * player);
void Controls(Character * player);
private:
// I added this here, so you can create the window in the
// GameRun and UpdateGame methods where needed.
sf::RenderWindow window;
};
#endif
<强> Game.cpp 强>
#include "Game.h"
#include "Character.h"
#include <SFML/Window/Event.hpp> /* you only need this */
#include <iostream>
void Game::GameRun()
{
// I moved the window creation here because you were
// creating a new window each update which made the windows
// flickers each frame, making it impossible to close properly.
window.create(sf::VideoMode(800, 600), "SFML test");
Character * player = new Character();
player->characterX = 1;
player->characterY = Character::Down;
// if the file isn't available, this will prevent further problems.
if (player->txt_character.loadFromFile("character.png"))
{
player->spr_character.setTexture(player->txt_character);
}
while (window.isOpen())
{
Game::UpdateGame(player);
}
}
void Game::UpdateGame(Character * player)
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed){
window.close();
}
}
Controls(player);
// player.spr_character.setTextureRect(
// sf::IntRect(player.characterX * 32, player.characterY * 32, 32,
// 32));
window.clear();
window.draw(player->spr_character);
window.display();
}
// You were already sending the player so I removed the other
// params and used the player instead.
void Game::Controls(Character * player)
{
int sourceX = player->characterX;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
player->characterY = Character::Up;
sourceX++;
if (sourceX * 32 >= player->txt_character.getSize().x)
sourceX = 0;
player->spr_character.move(0, -2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
player->characterY = Character::Down;
sourceX++;
if (sourceX * 32 >= player->txt_character.getSize().x)
sourceX = 0;
player->spr_character.move(0, 2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
player->characterY = Character::Left;
sourceX++;
if (sourceX * 32 >= player->txt_character.getSize().x)
sourceX = 0;
player->spr_character.move(-2, 0);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
player->characterY = Character::Right;
sourceX++;
if (sourceX * 32 >= player->txt_character.getSize().x)
sourceX = 0;
player->spr_character.move(2, 0);
}
player->characterX = sourceX;
}
<强> Character.h 强>
#ifndef CHARACTER_H_
#define CHARACTER_H_
//#include <SFML\Graphics.hpp>
//#include <SFML\System.hpp>
//#include <SFML\Window.hpp>
//#include "Game.h"
#include <SFML/Graphics/Sprite.hpp> /* Don't include more than you need */
#include <SFML/Graphics/Texture.hpp>
class Character
{
public:
enum Direction {Down, Left, Right, Up};
int characterX;
int characterY;
sf::Texture txt_character; // Don't keep the texture value, it's really heavy.
sf::Sprite spr_character;
};
#endif