我编写了一个Pong游戏,并遇到了一些我似乎无法解决的编译错误。
这是我的头文件:
#include "stdafx.h"
#include <string>
#include <windows.h>
#include <iostream>
#include <conio.h>
#include <sstream>
#include <math.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include "GL/freeglut.h"
#pragma comment(lib, "Opengl32.lib")
#define VK_W 0x57
#define VK_S 0x53
//using namespace std;
class Pong {
public:
Pong();
std::string int2str;
void drawText(float x, float y, std::string text);
void drawPaddle(float x, float y, float width, float height);
static void draw();
void enable2D(int width, int height);
void keyboard();
void vec2_norm(float& x, float &y);
void updateBall();
void gameOverCheck();
static void update(int value);
//window size and update rate
int width;
int height;
int interval; // 60 frames per-second
//scoring
int p1Score; //Player 1's score
int p2Score; //Player 2's score
int winner;
//the paddles
int paddleWidth;
int paddleHeight;
int paddleSpeed;
float paddleLeftX;
float paddleLeftY;
float paddleRightX;
float paddleRightY;
//the ball
float ballPositionX;
float ballPositionY;
float ballDirectionX;
float ballDirectionY;
int ballSize;
int ballSpeed;
};
Pong pong;
我的.cpp文件:
#include "stdafx.h"
#include "PongGame.h"
#include <string>
#include <windows.h>
#include <iostream>
#include <conio.h>
#include <sstream>
#include <math.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include "GL/freeglut.h"
#pragma comment(lib, "Opengl32.lib")
#define VK_W 0x57
#define VK_S 0x53
Pong::Pong() {
width = 500;
height = 300;
interval = 1000/60;
p1Score = 0;
p2Score = 0;
winner = 0;
paddleWidth = 10;
paddleHeight = 80;
paddleSpeed = 3;
paddleLeftX = 10.0f;
paddleLeftY = 50.0f;
paddleRightX = width - paddleWidth - 10;
paddleRightY = 50;
ballPositionX = width / 2;
ballPositionY = height / 2;
ballDirectionX = -1.0f;
ballDirectionY = 0.0f;
ballSize = 15;
ballSpeed = 3;
};
std::string int2str(int x) { //used to convert an integer to a string
std::stringstream ss;
ss << x;
return ss.str( );
}
void drawText(float x, float y, std::string text) {
glRasterPos2f(x, y);
glutBitmapString(GLUT_BITMAP_8_BY_13, (const unsigned char*)text.c_str());
}
void drawPaddle(float x, float y, float width, float height) {
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x + width, y);
glVertex2f(x + width, y + height);
glVertex2f(x, y + height);
glEnd();
}
void draw() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//draws the paddles
drawPaddle(pong.paddleLeftX, pong.paddleLeftY, pong.paddleWidth, pong.paddleHeight);
drawPaddle(pong.paddleRightX, pong.paddleRightY, pong.paddleWidth, pong.paddleHeight);
//draws the ball
drawPaddle(pong.ballPositionX - pong.ballSize / 2, pong.ballPositionY- pong.ballSize / 2, pong.ballSize, pong.ballSize);
//draws the score at the top center of the screen
drawText(pong.width / 2 - 10, pong.height - 15, int2str(pong.p1Score) + ":" + int2str(pong.p2Score));
glutSwapBuffers();
}
void enable2D(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, width, 0.0f, height, 0.0f, 1.0f);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
}
void keyboard() { //allows teh paddles to be controled from the keyboard
//moves left paddle (player 1)
if (GetAsyncKeyState(VK_W))
pong.paddleLeftY += pong.paddleSpeed; //move paddle up with "W" key
if (GetAsyncKeyState(VK_S))
pong.paddleLeftY -= pong.paddleSpeed; //move paddle down with "S" key
//moves right paddle (player 2)
if (GetAsyncKeyState(VK_UP))
pong.paddleRightY += pong.paddleSpeed; //move paddle up with "up" arrow
if (GetAsyncKeyState(VK_DOWN))
pong.paddleRightY -= pong.paddleSpeed; //move paddle down with "down" arrow
}
void vec2_norm(float& x, float &y) {
float length = sqrt((x * x) + (y * y));
if(length != 0.0f) {
length = 1.0f / length;
x *= length;
y *= length;
}
}
void updateBall() { //allows teh ball to move
pong.ballPositionX += pong.ballDirectionX * pong.ballSpeed;
pong.ballPositionY += pong.ballDirectionY * pong.ballSpeed;
if(pong.ballPositionX < pong.paddleLeftX + pong.paddleWidth && pong.ballPositionX > pong.paddleLeftX && pong.ballPositionY < pong.paddleLeftY + pong.paddleHeight && pong.ballPositionY > pong.paddleLeftY) { //if ball is hit by player 1's paddle
float t = ((pong.ballPositionY - pong.paddleLeftY) / pong.paddleHeight) - 0.5f;
pong.ballDirectionX = fabs(pong.ballDirectionX);
pong.ballDirectionY = t;
}
if (pong.ballPositionX > pong.paddleRightX && pong.ballPositionX < pong.paddleRightX + pong.paddleWidth && pong.ballPositionY < pong.paddleRightY + pong.paddleHeight && pong.ballPositionY > pong.paddleRightY) { //if ball is hit by player 2's paddle
float t = ((pong.ballPositionY - pong.paddleRightY) / pong.paddleHeight) - 0.5f;
pong.ballDirectionX = -fabs(pong.ballDirectionX);
pong.ballDirectionY = t;
}
if (pong.ballPositionX < 0) { //if ball hits the top wall
++pong.p2Score;
pong.ballPositionX = pong.width / 2;
pong.ballPositionY = pong.height / 2;
pong.ballDirectionX = fabs(pong.ballDirectionX);
pong.ballDirectionY = 0;
}
if (pong.ballPositionX > pong.width) { //if ball hits the right wall
++pong.p1Score;
pong.ballPositionX = pong.width / 2;
pong.ballPositionY = pong.height / 2;
pong.ballDirectionX = -fabs(pong.ballDirectionX);
pong.ballDirectionY = 0;
}
if (pong.ballPositionY > pong.height) { //ball hits top wall
pong.ballDirectionY = -fabs(pong.ballDirectionY);
}
if (pong.ballPositionY < 0) { //ball hits bottom wall
pong.ballDirectionY = fabs(pong.ballDirectionY);
}
vec2_norm(pong.ballDirectionX, pong.ballDirectionY);
}
void gameOverCheck() {
const int maxScore = 10;
if(pong.p1Score == maxScore) {
std::cout << "Player 1 Wins!" << std::endl;
pong.winner = 1;
}
else if(pong.p2Score == maxScore) {
std::cout << "Player 2 Wins!" << std::endl;
pong.winner = 2;
}
}
void update(int value) {
keyboard();
if(pong.winner == 0) {
updateBall();
glutTimerFunc(pong.interval, update, 0);
glutPostRedisplay();
gameOverCheck();
}
}
我的主要档案:
#include "stdafx.h"
#include "PongGame.h"
#include <string>
#include <windows.h>
#include <iostream>
#include <conio.h>
#include <sstream>
#include <math.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include "GL/freeglut.h"
#pragma comment(lib, "Opengl32.lib")
#define VK_W 0x57
#define VK_S 0x53
//using namespace std;
int _tmain(int argc, char** argv) {
//Pong pong;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 200);
glutCreateWindow("Pong");
glutDisplayFunc(pong.draw);
glutTimerFunc(pong.interval, &pong.update, 0);
pong.enable2D(pong.width, pong.height);
glColor3f(1.0f, 0.0f, 0.0f);
glutMainLoop();
return 0;
}
以下是我尝试编译时遇到的错误:
1>PongGameTest.obj : error LNK2005: "class Pong pong" (?pong@@3VPong@@A) already defined in PongGame.obj
1>PongGameTest.obj : error LNK2019: unresolved external symbol "public: void __thiscall Pong::enable2D(int,int)" (?enable2D@Pong@@QAEXHH@Z) referenced in function _wmain
1>PongGameTest.obj : error LNK2019: unresolved external symbol "public: static void __cdecl Pong::update(int)" (?update@Pong@@SAXH@Z) referenced in function _wmain
1>PongGameTest.obj : error LNK2019: unresolved external symbol "public: static void __cdecl Pong::draw(void)" (?draw@Pong@@SAXXZ) referenced in function _wmain
1>C:\Users\HiTechRedneck\Desktop\Fall 2014\Object-Oriented Programming\Game\pongGame\Debug\pongGame.exe : fatal error LNK1120: 3 unresolved externals
我知道第一个错误说我的&#34; Pong pong&#34;对象已经定义,但是当我从我的.h文件中删除它(将它留在main中)时,我得到了100多个错误,其中大部分都是&#34;未声明的标识符&#34;错误。如果我把它留在我的.h文件中并从main中删除它,我就会留下我在这里包含的那些未解析的外部因素。
如果它很重要,我在Visual Studio 2010 Professional中写这个。
更新 我设法清除了大部分错误,但留下了一个说明:
1>PongGameTest.obj : error LNK2005: "class Pong pong" (?pong@@3VPong@@A) already defined in PongGame.obj
1>C:\Users\HiTechRedneck\Desktop\Fall 2014\Object-Oriented Programming\Game\pongGame\Debug\pongGame.exe : fatal error LNK1169: one or more multiply defined symbols found
我可以采取哪些措施来纠正这些错误?