我正在尝试引入一个简单的状态模式,在下面介绍了一些优秀的教程之后:http://gameprogrammingpatterns.com/state.html
在本教程中,我已经完成了一半,我试图通过将它们包含在基类中来复制每个状态的静态实例。然而,当涉及到切换状态时,g++抛出了这个错误。
state_test.cpp: In member function ‘virtual void Introduction::handleinput(Game&, int)’:
state_test.cpp:55:16: error: cannot convert ‘Playing*’ to ‘GameState*’ in assignment
game.state_ = &GameState::play;
^现在,我理解了这个错误涉及指针的转换,但是我真的很难知道如何修复它。当我遵循这些家伙的代码时,我有点希望它能起作用,但是因为他正在改变它,并试图加强最佳实践,所以我没有他完整的源代码可以遵循。但是,我觉得在本教程的其余部分开始之前,在这个阶段理解代码是很重要的。
下面是我创建的代码,试图复制他的状态系统:
#include <iostream>
class Game;
class Introduction;
class Playing;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState() {std::cout << "an undefined GameState has been destroyed" << std::endl;}
virtual void handleinput(Game& game, int arbitary) {}
virtual void update(Game& game) {}
};
class Game
{
public:
Game()
{}
~Game()
{}
virtual void handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
virtual void update()
{
state_->update(*this);
}
//private:
GameState* state_;
};
class Introduction : public GameState
{
public:
Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
virtual void handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
virtual void update(Game& game) {}
};
class Playing : public GameState
{
public:
Playing() {std::cout << "constructed Playing state" << std::endl;}
virtual void handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
virtual void update(Game& game) {}
};
int main(int argc, char const *argv[])
{
Game thisgame;
return 0;
}知道为什么我的实现没有编译吗?
编辑:
因此,为了回应先前的辅导,我对此非常感激,我修改了代码。首先,我把所有这些放在单独的文件中,但这比这么少量的测试代码更麻烦。我只需重写一个声明类的头文件,然后在.cpp文件中定义它们。
下面是.h文件:
class Introduction;
class Playing;
class Game;
class GameState;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Introduction : public GameState
{
public:
Introduction();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Playing : public GameState
{
public:
Playing();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Game
{
public:
Game();
~Game();
virtual void handleinput(int arbitary);
virtual void update();
GameState* state_;
};下面是.cpp文件:
#include <iostream>
#include "state.h"
GameState::~GameState()
{std::cout << "Exiting Game State Instance" << std::endl;}
void GameState::handleinput(Game& game, int arbitary)
{}
void GameState::update(Game& game)
{}
Game::Game()
{}
Game::~Game()
{}
void Game::handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
void Game::update()
{
state_->update(*this);
}
Introduction::Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
void Introduction::handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
void Introduction::update(Game& game) {}
Playing::Playing()
{
std::cout << "constructed Playing state" << std::endl;
}
void Playing::handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
void Playing::update(Game& game) {}
int main(int argc, char const *argv[])
{
Game mygame;
return 0;
}但我还是不能让它起作用。前面的错误已经消失了,但是我很难访问"introduction“的静态实例,并在基类中运行。引发的错误是:
/tmp/ccH87ioX.o: In function `Introduction::handleinput(Game&, int)':
state_test.cpp:(.text+0x1a9): undefined reference to `GameState::play'
/tmp/ccH87ioX.o: In function `Playing::handleinput(Game&, int)':
state_test.cpp:(.text+0x23f): undefined reference to `GameState::intro'
collect2: error: ld returned 1 exit status我以为我被调查过了!太沮丧了!
我要补充的是,RustyX提供的答案确实是编译的,但是我必须将“that”和"introduction“的实例移到类定义之外,然后我不能再将它们设置为静态的,我认为这很重要,因为我只需要每个实例的一个实例,我希望尽早初始化它们。
发布于 2016-08-29 11:25:06
问题是编译器从上到下读取文件。在包含
game.state_ = &GameState::play;他仍然不知道Playing是从GameState继承来的。它只知道Playing是以后将声明的类。
您应该将类声明与方法实现分开。先拥有所有的类声明,然后才有方法实现。在更大的项目中,您会将它们分割到单独的*.h和*.cpp文件中,这种排序将自然发生。
缩短的例子:
class Playing : public GameState
{
public:
Playing();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
// Declarations of other classes...
Playing::Playing() {
std::cout << "constructed Playing state" << std::endl;
}
void Playing::handleinput(Game& game, int arbitrary) {
if (arbitary == 0)
game.state_ = &GameState::intro;
}
}
void Playing::update(Game& game) {
}您可以在类声明中保留一些方法。通常情况下,如果方法很小,会从内联中受益,并且不存在这种循环依赖问题,就会这样做。
发布于 2016-08-29 11:26:59
将函数的实现移到所有类的定义之后。
编译器必须完整地查看继承的类Playing和Introduction,才能知道它们是从GameState继承的。
#include <iostream>
class Game;
class Introduction;
class Playing;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState() {std::cout << "an undefined GameState has been destroyed" << std::endl;}
virtual void handleinput(Game& game, int arbitary) {}
virtual void update(Game& game) {}
};
class Game
{
public:
Game()
{}
~Game()
{}
virtual void handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
virtual void update()
{
state_->update(*this);
}
//private:
GameState* state_;
};
class Introduction : public GameState
{
public:
Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game) {}
};
class Playing : public GameState
{
public:
Playing() {std::cout << "constructed Playing state" << std::endl;}
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game) {}
};
void Introduction::handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
void Playing::handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
Introduction GameState::intro;
Playing GameState::play;
int main(int argc, char const *argv[])
{
Game thisgame;
return 0;
}https://stackoverflow.com/questions/39204985
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