'{'标记之前的预期类名,类继承

expected class-name before '{' token, class inheritance

本文关键字:继承      更新时间:2023-10-16

我的项目的一个文件有问题,我想是由一些包含问题引起的。代码本身运行良好,但由于我更改了其他一些文件中的一些行,我在"{"token"错误之前得到了一个"预期类名"。我已经尝试过使用前向声明,但错误更改为"无效使用不完整类型"class Entity"(文章末尾的生成报告行)。

EntityPlayer.h

#ifndef _SHARED_GAME_ENTITY_ENTITYPLAYER_H_
#define _SHARED_GAME_ENTITY_ENTITYPLAYER_H_
//////////////////////////////////////////////////
//////////////////// INCLUDES ////////////////////
//////////////////////////////////////////////////

#include<array>
#include<iostream>
#include<windows.h>
#include<SFML/System.hpp>
#include<Shared/Game/Entity/Entity.h>
#include<Shared/Game/ItemStack.h>
#include<Shared/Game/Items.h>
#include<Shared/System/Types.h>
//////////////////////////////////////////////////
////////// STRUKTUREN; KLASSEN; OBJEKTE //////////
//////////////////////////////////////////////////
//class Entity; //forward declaration of 'class Entity' -> invalid use of incomplete type 'class Entity' line 27
class ItemStack;
class Items;
class EntityPlayer : public Entity{ //line 27
public:
    struct PlayerStats{
        int health;
    };
    EntityPlayer(const std::string ID, const GameMode mode);
    virtual ~EntityPlayer();
    virtual void                       update();
    virtual void                       setGameMode(const GameMode mode);
    virtual bool                       isInventoryOpen();
    virtual bool                       isInInventory(ItemStack* item);
    virtual bool                       removeFromInventory(ItemStack *item);
    virtual uint                       addToInventory(ItemStack* item);
    virtual PlayerStats                getPlayerStats();
    virtual AABB                       getAABB();
    virtual std::array<ItemStack*, 10> getHotbarItems();
    virtual std::array<ItemStack*, 40> getInventory();
protected:
    virtual bool isInventorySlotFree();
    virtual bool isHotbarSlotFree();
    virtual bool addToHotbarSlot(ItemStack* itemstack);
    bool                       m_inventoryOpen;
    bool                       m_ltp;
    GameMode                   m_mode;
    PlayerStats                m_stats;
    std::array<ItemStack*, 10> m_itemsHotbar;
    std::array<ItemStack*, 40> m_inventory;
};
//////////////////////////////////////////////////
/////////////////// PROTOTYPEN ///////////////////
//////////////////////////////////////////////////

#endif // _SHARED_GAME_ENTITY_ENTITYPLAYER_H_

实体.h

#ifndef _SHARED_GAME_ENTITY_ENTITY_H_
#define _SHARED_GAME_ENTITY_ENTITY_H_
//////////////////////////////////////////////////
//////////////////// INCLUDES ////////////////////
//////////////////////////////////////////////////
#include<map>
#include<iostream>
#include<windows.h>
#include<Shared/Game/World.h>
#include<Shared/System/Defines.h>
#include<Shared/System/Log.h>
#include<Shared/System/Types.h>
//////////////////////////////////////////////////
////////// STRUKTUREN; KLASSEN; OBJEKTE //////////
//////////////////////////////////////////////////
class World;
class Entity{
    friend class GameRegistry;
    #ifdef CLIENT
    friend class GameRenderer;
    #endif // CLIENT
public:
    Entity(const std::string ID, const std::string texture);
    virtual ~Entity();
    virtual void        update();
    virtual bool        linkWorld(World* world);
    virtual bool        isWorldLinked();
    virtual bool        setPosition(const Vec3d position);
    virtual bool        move(const Vec2zd value);
    virtual bool        move(const double x, const double z);
    virtual float       getRotation();
    virtual Vec3d       getPosition();
    virtual std::string getID();
    virtual std::string getTextureName();
    virtual std::string getTextureLocation();
    virtual AABB        getAABB();
protected:
    virtual int getNumericID();
    int         m_numericID;
    float       m_rotation;
    World*      m_world;
    Vec3d       m_position;
    std::string m_id;
    std::string m_texture;
public:
    static bool   isEntityRegistered(const std::string name);
    static Entity getEntityCopy(const std::string name);
protected:
    static std::map<std::string, Entity*> m_entitys;
};
//////////////////////////////////////////////////
/////////////////// PROTOTYPEN ///////////////////
//////////////////////////////////////////////////

#endif // _SHARED_GAME_ENTITY_ENTITY_H_

错误"在"{"标记"之前应为类名:

In file included from src/Shared/Game/CraftingManager.h:13:0,
                 from src/Shared/Game/GameRegistry.h:16,
                 from src/Shared/Game/Blocks.h:18,
                 from src/Shared/Game/World.h:12,
                 from src/Shared/Game/Entity/Entity.h:12,
                 from E:MasterSProjekteC++SpieleProject 008srcSharedGameEntityEntity.cpp:1:
src/Shared/Game/Entity/EntityPlayer.h:28:35: error: expected class-name before '{' token
 class EntityPlayer : public Entity{
                       ^

错误"无效使用不完整的类型":

In file included from src/Shared/Game/CraftingManager.h:13:0,
                 from src/Shared/Game/GameRegistry.h:16,
                 from src/Shared/Game/Blocks.h:18,
                 from src/Shared/Game/World.h:12,
                 from src/Shared/Game/Entity/Entity.h:12,
                 from E:MasterSProjekteC++SpieleProject 008srcSharedGameEntityEntity.cpp:1:
src/Shared/Game/Entity/EntityPlayer.h:28:29: error: invalid use of incomplete type 'class Entity'
 class EntityPlayer : public Entity{
                             ^
src/Shared/Game/Entity/EntityPlayer.h:24:7: error: forward declaration of 'class Entity'
 class Entity; //forward declaration of 'class Entity' -> invalid use of incomplete type 'class Entity' line 27
       ^

我不知道你需要帮助我包含的文件中的哪一个,但错误列表中列出的文件中没有一个包含文件Entity.h的包含。

提前非常感谢您,希望您能帮助我:)

只是将其标记为已回答。解释讨论:检查您的包含链,看看您是否包含Entity.h中的EntityPlayer.h。