C++角色战斗代码问题

C++ Character battle code issue

本文关键字:代码 问题 角色 C++      更新时间:2023-10-16

所以我有这样的代码,它基本上应该只创建对象,然后将它们发送到一个通过cout输出字符串的"arena"。我遇到的问题主要是,当我试图发送创建的对象时,我遇到了一个错误,我可以使用一些解释来理解我做错了什么。我(在很大程度上)理解使用对象,但当我开始使用*时,我有点困惑。我遇到的问题是在myGame.cpp的引擎->竞技场上。

代码:

发动机.h

#ifndef ENGINE_CLASS
#define ENGINE_CLASS
#include <string>
using namespace std;
class Engine
{
public:
    Engine();
    ~Engine();
    void arena(Character*, Character*);
};
class Character
{
private:
    string m_name;
public:
    Character();
    ~Character();
    virtual void fight();
    virtual string getName();
    virtual void setName(string);
};
class Gladiator : public Character
{
public:
    Gladiator();
    ~Gladiator();
    virtual void fight();
    virtual string getName();
    virtual void setName(string);
};
class Monster : public Character
{
public:
    Monster();
    ~Monster();
    virtual void fight();
    virtual string getName();
    virtual void setName(string);
};
#endif

Engine.cpp

#include <iostream>
#include "Engine.h"
using namespace std;

//Methods for Engine Class
Engine::Engine()
{
}
Engine::~Engine()
{
}
void Engine::arena(Character *oCharacter1, Character *oCharacter2)
{
    //Logic
    oCharacter1->fight();
    oCharacter2->fight();
    //More Logic
}
//Methods for Parent-Charachter Class
Character::Character()
{
    m_name = "Unknown";
}
Character::~Character()
{
    m_name = "";
}
void Character::fight()
{
    cout << "Fight" << endl;
}
string Character::getName()
{
    return m_name;
}
void Character::setName(string newName)
{
    m_name = newName;
}
//Methods for Child-Gladiator Class
Gladiator::Gladiator()
{
    Character::setName("Maximus");
}
Gladiator::~Gladiator()
{
    Character::setName("");
}
void Gladiator::fight()
{
    cout << "Maximus strikes monster..." << endl;
}
string Gladiator::getName()
{
    return Character::getName();
}
void Gladiator::setName(string newName)
{
    Character::setName(newName);
}
//Methods for Child-Monster Class
Monster::Monster()
{
    Character::setName("Monster");
}
Monster::~Monster()
{
    Character::setName("");
}
void Monster::fight()
{
    cout << "Monster strikes Maximus..." << endl;
}
string Monster::getName()
{
    return Character::getName();
}
void Monster::setName(string newName)
{
    Character::setName(newName);
}

myGame.cpp

#include <iostream>
#include "Engine.h"
using namespace std;
int main()
{
    //Instantiation
    Engine engine;
    Character *aCharacter1;
    Character *aCharacter2;
    //Association
    aCharacter1 = new Gladiator;
    aCharacter2 = new Monster;
    //Fight
    Engine->arena(*aCharacter1, *aCharacter2);
    //Cleanup
    delete aCharacter1;
    delete aCharacter2;
}

更新

现在,考虑到更正,我得到以下4个错误

Error   1   error C2061: syntax error : identifier 'Character'  c:userschristopherdesktoppaulschoolneitgame architectureweek 4 & 5christopher-midtermpart2christopher-midtermpart2engine.h   13  1   Christopher-MidtermPart2
Error   3   error C2061: syntax error : identifier 'Character'  c:userschristopherdesktoppaulschoolneitgame architectureweek 4 & 5christopher-midtermpart2christopher-midtermpart2engine.h   13  1   Christopher-MidtermPart2
Error   4   error C2511: 'void Engine::arena(Character *,Character *)' : overloaded member function not found in 'Engine'   c:userschristopherdesktoppaulschoolneitgame architectureweek 4 & 5christopher-midtermpart2christopher-midtermpart2engine.cpp 18  1   Christopher-MidtermPart2
Error   2   error C2660: 'Engine::arena' : function does not take 2 arguments   c:userschristopherdesktoppaulschoolneitgame architectureweek 4 & 5christopher-midtermpart2christopher-midtermpart2mygame.cpp 19  1   Christopher-MidtermPart2

您的void arena(Character*, Character*);方法将指针指向Characters,但您试图传递由指针指向的实际对象:
Engine->arena(*aCharacter1, *aCharacter2);
将此行更改为
Engine->arena(aCharacter1, aCharacter2);或者更改方法,使其可以将对象作为参数而不是指针:
void arena(Character, Character);

此外,正如Giulio Franco所提到的:
arena is an instance method. You cannot call it on a class. It's engine.arena, not Engine->arena,如PaulMcKenzie所述:
Undefined behavior when you call delete on your objects. Your base class destructor is not declared as virtual

1)将Character析构函数声明为virtual

原因是在main中,通过基类指针删除指向派生对象的指针。一旦这样做,基类必须有一个声明为virtual的析构函数,否则行为是未定义的。

所以你需要这个:

virtual ~Character();

然后在main中,现在已经定义了行为:

//Cleanup
delete aCharacter1;
delete aCharacter2;

2) 您必须将指针传递给arena函数,而不是对象。

engine.arena(aCharacter1, aCharacter2);