这是我的第一个“大”C ++项目,我被困住了。我正在尝试创建一个简单的ASCII roguelike。我有一个由Player类和Monster类继承的字符类。 Monster类由Vampire和Werewolf类继承。
在GameSystem类的startGame函数中,我将Monsters数组的每个元素(应该用Vampire和Werewolf对象填充)提交给函数moveAround。吸血鬼,狼人和怪兽都有这个功能,但只有Monster moveAround功能正在被访问。如果您在下面的代码中注意到我在Monster类中提供了虚拟关键字。
这让我觉得当我用子类填充Monster数组时我搞砸了。我在GameSystem构造函数中通过随机确定Monster数组的特定元素是狼人还是吸血鬼来做到这一点。
我正在使用代码块,在编译方面,我在g ++之后使用C ++ 11。
GameSystem.cpp
object
GameSystem.h
#include <iostream>
#include <string>
#include "GameSystem.h"
#include "Map.h"
#include "Player.h"
#include "Werewolf.h"
#include "Vampire.h"
#include "conio.h"
#include <cstdio>
#include <stdio.h>
#include <unistd.h>
#include <termios.h>
#include <time.h>
GameSystem::GameSystem(string mapName){
srand (time(NULL));
_map.load(mapName);
_map.obtainSpawningLocations(_player.getToken(),_player);
Werewolf werewolf;
Vampire vampire;
for(int i = 0; i < 5; i++){
_spawnValue = rand() % 2; //We generate either 1 or 2
if(_spawnValue==1){
_theMonsters[i] = werewolf;
cout<<"Werewolf"<<endl;
}
else{
_theMonsters[i] = vampire;
cout<<"Vampire"<<endl;
}
_map.obtainSpawningLocations(_theMonsters[i].getToken(),_theMonsters[i]);
}
}
void GameSystem::startGame(){
bool isOver = false;
while(isOver!=true){
_map.print();
movePlayer();
for(int i = 0; i <5; i++){
_theMonsters[i].moveAround(); //prints out Monster.moveAround()
//I need it to print out Vampire.moveAround() and //Werewolf.moveAround
}
}
}
void GameSystem::movePlayer(){
char input;
input = getch();
string clearScreenString(100,'\n'); //Prints out a newLine char 100 times
cout << clearScreenString;
_map.checkMovement(input, _player);
}
char GameSystem::getch(){
char buf=0;
struct termios old={0};
fflush(stdout);
if(tcgetattr(0, &old)<0)
{perror("tcsetattr()");}
old.c_lflag&=~ICANON;
old.c_lflag&=~ECHO;
old.c_cc[VMIN]=1;
old.c_cc[VTIME]=0;
if(tcsetattr(0, TCSANOW, &old)<0)
{perror("tcsetattr ICANON");}
if(read(0,&buf,1)<0)
{perror("read()");}
old.c_lflag|=ICANON;
old.c_lflag|=ECHO;
if(tcsetattr(0, TCSADRAIN, &old)<0)
{perror ("tcsetattr ~ICANON");}
//printf("%c\n",buf);
return buf;
}
Character.cpp
#pragma once
#include "Map.h"
#include <string>
#include <list>
using namespace std;
class GameSystem
{
public:
GameSystem(string mapName); //Constructor
void startGame(); //Start the game
char getch();
void movePlayer();
private:
//int _numberOfMonsters = 5; //We'll make this a random number later
Map _map;
Player _player;
Monster _monster;
Monster _theMonsters[5];
int _x;
int _y;
int _spawnValue;
};
Character.h
#include <string>
#include "Character.h"
using namespace std;
Character::Character(){
}
char Character::getToken(){
return _token;
}
void Character::setLocation(int x, int y){
_x = x;
_y = y;
}
void Character::getLocation(int &x, int &y){
x = _x;
y = _y;
}
Map.cpp
#pragma once
#include <string>
class Character{
public:
Character();
char getToken();
void setLocation(int x, int y);
void getLocation(int &x, int &y);
protected:
int _x;
int _y;
char _token = '!';
};
Map.h
#include <iostream>
#include <vector>
#include <stdlib.h>
#include <string>
#include <fstream>
#include <cstring>
#include <random>
#include <ctime>
#include <tuple>
#include "Map.h"
#include <time.h>
Map::Map(){
srand (time(NULL));
}
void Map::load(string levelName){
ifstream theStream;
theStream.open(levelName);
if(theStream.fail()){
perror(levelName.c_str());
system("PAUSE");
exit(1);
}
string line;
while(getline(theStream, line)){
_mapData.push_back(line);
}
theStream.close();
}
void Map::obtainSpawningLocations(char characterToken,Character &_character){
/*
Below code provides all the possible spawning locations for the player
and stores them in an array of tuples.
*/
tuple<int,int> myTuple[600]; //Hard coded 600 value is messy. Change later
int numberOfSpawnPoints = 0;
int upperLimitForNumberGenerator = 0;
/*
The for loop below records all of the possible spawning locations and stores them in the tuple array
*/
for(int i = 0; i<_mapData.size();i++){
for(int j = 0; j<_mapData[i].size();j++){
if(_mapData[i][j]=='.'){
get<0>(myTuple[numberOfSpawnPoints]) = j;
get<1>(myTuple[numberOfSpawnPoints]) = i;
numberOfSpawnPoints++;
}
}
}
upperLimitForNumberGenerator = numberOfSpawnPoints;
int characterCoordinates = rand()%upperLimitForNumberGenerator;
int xCoordinate = get<0>(myTuple[characterCoordinates]);
int yCoordinate = get<1>(myTuple[characterCoordinates]);
_mapData[yCoordinate][xCoordinate] = characterToken; //Remember y is first and x is second
_character.setLocation(xCoordinate, yCoordinate);
}
void Map::print(){
for(int i=0;i<_mapData.size(); i++){
printf("%s\n", _mapData[i].c_str());
}
printf("\n");
}
void Map::checkMovement(char input, Player &aPlayer){
int x;
int y;
aPlayer.getLocation(x,y);
char aLocation;
switch(input) {
case 'w':
case 'W': //If 1 up from the player token is a '.' then we move him up
//via a different function
//Otherwise we do nothing.
aLocation = returnLocation(x,y-1);
if(aLocation == '.'){
_mapData[y][x] = '.';
_mapData[y-1][x] = '@';
aPlayer.setLocation(x,y-1);
}
else
cout<<"Can't go here!"<<endl;
break;
case 'a':
case 'A':
aLocation = returnLocation(x-1,y);
if(aLocation == '.'){
_mapData[y][x] = '.';
_mapData[y][x-1] = '@';
aPlayer.setLocation(x-1,y);
}
else
cout<<"Can't go here!"<<endl;
break;
case 's':
case 'S':
aLocation = returnLocation(x,y+1);
if(aLocation == '.'){
_mapData[y][x] = '.';
_mapData[y+1][x] = '@';
aPlayer.setLocation(x,y+1);
}
else
cout<<"Can't go here!"<<endl;
break;
case 'd':
case 'D':
aLocation = returnLocation(x+1,y);
if(aLocation == '.'){
_mapData[y][x] = '.';
_mapData[y][x+1] = '@';
aPlayer.setLocation(x+1,y);
}
else
cout<<"Can't go here!"<<endl;
break;
default:
cout<<"Invalid input";
system("PAUSE");
break;
}
}
char Map::returnLocation(int x, int y){
cout<<x<<endl;
cout<<y<<endl;
char aSpot = _mapData[y][x];
return aSpot;
}
Monster.cpp
#pragma once
#include <vector>
#include <fstream>
#include <string>
#include <tuple>
#include <ctime>
#include <random>
#include "Player.h"
#include "Monster.h"
using namespace std;
class Map
{
public:
Map(); //Constructor
void load(string levelName);
void obtainSpawningLocations(char characterToken, Character &aCharacter);
void checkMovementMonsters(char input, Monster &aMonster);
//void obtainSpawningLocationsForMonsters(char characterToken, Monster aMonster);
void print();
void checkMovement(char input, Player &aPlayer);
void movement(char characterToken);
char returnLocation(int x,int y);
// int numberOfSpawnPoints;
private:
vector <string> _mapData;
Player _player;
Monster _monster;
};
Monster.h
#include <iostream>
#include <string>
#include "Monster.h"
using namespace std;
Monster::Monster(){
}
void Monster::moveAround(){
cout<<"Monster Mash"<<endl;
}
Werewolf.cpp
#pragma once
#include <string>
#include "Character.h"
class Monster: public Character{
public:
Monster();
virtual void moveAround();
protected:
char _token = 'M';
int _x;
int _y;
};
Werewolf.h
#include <iostream>
#include <string>
#include "Werewolf.h"
using namespace std;
Werewolf::Werewolf(){
}
void Werewolf::moveAround(){
cout<<"Werewolf moving around"<<endl;
}
Vampire.cpp
#pragma once
#include <string>
#include "Character.h" //For inheritance/polymorphism
#include "Monster.h"
class Werewolf: public Monster{
public:
Werewolf();
void moveAround();
private:
char _token = 'W';
};
Vampire.h
#include <iostream>
#include <string>
#include "Vampire.h"
using namespace std;
Vampire::Vampire(){
}
void Vampire::moveAround(){
cout<<"Vampire moving around"<<endl;
}
Player.cpp
#pragma once
#include <string>
#include "Character.h" //For inheritance/polymorphism
#include "Monster.h"
class Vampire: public Monster{
public:
Vampire();
virtual void moveAround();
private:
char _token = 'V';
};
Player.h
Player::Player(){
}
主要
#pragma once
#include <string>
#include "Character.h"
using namespace std;
class Player : public Character {
public:
Player();
protected:
int _x;
int _y;
char _token = '@';
};
级别文本文件:
#include <iostream>
#include "GameSystem.h"
using namespace std;
int main()
{
GameSystem gameSystem("LevelOne.txt");
gameSystem.startGame();
return 0;
}
答案 0 :(得分:1)
_theMonsters [i] .moveAround()上没有发生虚拟调度。你需要有一个指向怪物类型对象的数组。实际上,在尝试设置类层次结构的方式中存在一些问题,例如,在派生类中具有相同名称的成员变量。
答案 1 :(得分:1)
这里有几个问题。
Monster::_token
,Werewolf::_token
和Vampire::_token
都是不同的变量。 Werewolf
对象同时包含Monster::_token
和Werewolf::_token
。Monster _theMonsters[5]
是一个包含5个Monster
个对象的数组。它永远不会是Vampire
或Werewolf
,始终是Monster
。由于对象始终是相同的类型,因此不会进行虚拟调度:Monster
。虚拟调度仅适用于指针和引用。要使其工作,您需要使用指向Monster
的指针数组:Monster* _theMonsters[5]
。然后你可以像_theMonsters[i] = new Vampire()
一样填写它。如果你这样做,你需要记住delete
对象完成后,或者你可以使用智能指针,如std::unique_ptr
或std::shared_ptr
而不是raw { {1}}秒。