致命错误LNK1169:在游戏编程中发现一个或多个乘法定义符号

fatal error LNK1169: one or more multiply defined symbols found in game programming

本文关键字:一个 符号 定义符 定义 LNK1169 游戏 编程 发现 致命错误      更新时间:2023-10-16

我一直在训练在c++中使用面向对象编程,但我一直得到这个错误:

1>main.obj : error LNK2005: "int WIDTH" (?WIDTH@@3HA) already defined in GameObject.obj
1>main.obj : error LNK2005: "int HEIGHT" (?HEIGHT@@3HA) already defined in GameObject.obj
1>Spaceship.obj : error LNK2005: "int WIDTH" (?WIDTH@@3HA) already defined in GameObject.obj
1>Spaceship.obj : error LNK2005: "int HEIGHT" (?HEIGHT@@3HA) already defined in GameObject.obj
1>C:Usersteddocumentsvisual studio 2010ProjectsfullSpaceDebugfullSpace.exe : fatal error LNK1169: one or more multiply defined symbols found

然而,对我来说,整个代码似乎写得很好,两个int只在Global头中提到,所有对象似乎都继承得很好。然而,就像我刚才说的,我是一个面向对象的初学者,所以我真的需要一个意见:值得一提的是,我正在使用allegro 5来创建一个侧面射击游戏。

这是代码:

(主要):

#include <allegro5/allegro.h>
#include <allegro5/allegro_image.h>
#include <allegro5/allegro_primitives.h>
#include <allegro5/allegro_font.h>
#include <allegro5allegro_ttf.h>
#include <allegro5allegro_audio.h>
#include <allegro5allegro_acodec.h>
#include <list>

#include "GameObject.h"
#include "Spaceship.h"
#include "Globals.h"

//controls
bool keys[] = {false, false, false, false, false};
enum KEYS{UP, DOWN, LEFT, RIGHT, SPACE};
//globals
Spaceship *ship;
std::list <GameObject *> objects;
std::list <GameObject *>::iterator iter;
std::list <GameObject *>::iterator iter2;

//prototypes

//main function
int main(int argc, char **argv)
{
    //shell variables
    bool done = false;
    bool render = false;
    float gameTime = 0;
    int frames = 0;
    int gameFPS = 0;
    //project variables
    ship = new Spaceship();

    ALLEGRO_BITMAP *shipImage = NULL;
    ALLEGRO_BITMAP *cometImage= NULL;
    ALLEGRO_BITMAP *explImage = NULL;
    ALLEGRO_BITMAP *bgImage = NULL;
    ALLEGRO_BITMAP *mgImage = NULL;
    ALLEGRO_BITMAP *plImage = NULL;
    ALLEGRO_BITMAP *mgImage2 = NULL;
    ALLEGRO_BITMAP *fgImage = NULL;
    ALLEGRO_BITMAP *titleImage= NULL;
    ALLEGRO_BITMAP *lostImage = NULL;

    //allegro variables
    ALLEGRO_DISPLAY *display = NULL;
    ALLEGRO_EVENT_QUEUE *event_queue = NULL;
    ALLEGRO_TIMER *timer;
    ALLEGRO_FONT *font18;

    //initiate variables
    if(!al_init())
        return -1;
    display = al_create_display(WIDTH, HEIGHT);
    if(!display)
    return -1;
    //addon installation
    al_install_keyboard();
    al_init_image_addon();
    al_init_font_addon();
    al_init_ttf_addon();
    al_init_primitives_addon();
    al_install_audio();
    al_init_acodec_addon();
    //project init
    font18 = al_load_font("arial.ttf", 18, 0);
    al_reserve_samples(15);


    bgImage = al_load_bitmap("layer1.png");
    mgImage = al_load_bitmap("layer2.png");
    plImage = al_load_bitmap("starMG.png");
    mgImage2 = al_load_bitmap("layer3.png");
    fgImage = al_load_bitmap("layer4.png");


    shipImage = al_load_bitmap("spaceship.png");
    al_convert_mask_to_alpha(shipImage, al_map_rgb(255, 0, 255));

    cometImage = al_load_bitmap("asteroid-1-96.png");
    explImage = al_load_bitmap("explosion_3_40_128.png");
    titleImage = al_load_bitmap("Shooter_Title.png");
    lostImage = al_load_bitmap("Shooter_Lose.png");

    //object init
    ship->init(shipImage);

    //iter list
    objects.push_back(ship);

    srand(time(NULL));
    //timer init and startup
    event_queue = al_create_event_queue();
    timer = al_create_timer(1.0 / 60);
    al_register_event_source(event_queue, al_get_timer_event_source(timer));
    al_register_event_source(event_queue, al_get_keyboard_event_source());
    al_start_timer(timer);
    gameTime = al_current_time();
    while(!done)
    {
        ALLEGRO_EVENT ev;
        al_wait_for_event(event_queue, &ev);
        //input
        if(ev.type == ALLEGRO_EVENT_KEY_DOWN)
        {
            switch(ev.keyboard.keycode)
            {
            case ALLEGRO_KEY_ESCAPE:
                done = true;
                break;
            case ALLEGRO_KEY_LEFT:
                keys[LEFT] = true;
                break;
            case ALLEGRO_KEY_RIGHT:
                keys[RIGHT] = true;
                break;
            case ALLEGRO_KEY_UP:
                keys[UP] = true;
                break;
            case ALLEGRO_KEY_DOWN:
                keys[DOWN] = true;
                break;
            case ALLEGRO_KEY_SPACE:
                keys[SPACE] = true;
                break;

            }
        } else if(ev.type == ALLEGRO_EVENT_KEY_UP)
        {
            switch(ev.keyboard.keycode)
            {
            case ALLEGRO_KEY_ESCAPE:
                done = true;
                break;
            case ALLEGRO_KEY_LEFT:
                keys[LEFT] = false;
                break;
            case ALLEGRO_KEY_RIGHT:
                keys[RIGHT] = false;
                break;
            case ALLEGRO_KEY_UP:
                keys[UP] = false;
                break;
            case ALLEGRO_KEY_DOWN:
                keys[DOWN] = false;
                break;
            case ALLEGRO_KEY_SPACE:
                keys[SPACE] = false;
                break;
            }
        }

        else if (ev.type == ALLEGRO_EVENT_TIMER)
        {
            render = true;
            //fps
            frames++;
            if(al_current_time() - gameTime >= 1)
            {
                gameTime = al_current_time();
                gameFPS = frames;
                frames = 0;
            }
            //shipUpdate
            if(keys[UP])
                ship ->moveUp();
            else if(keys[DOWN])
                ship ->moveDown();
            else
                ship->resetAnim(1);
            if(keys[LEFT])
                ship ->moveLeft();
            else if(keys[RIGHT])
                ship -> moveRight();
            else
                ship ->resetAnim(0);
        }
        //render
            if(render && al_is_event_queue_empty(event_queue))
            {
                render = false;
                //begin render
                for(iter = objects.begin(); iter != objects.end(); ++iter)
                    (*iter)->render();


                //Flip Buffers
                al_flip_display();
                al_clear_to_color(al_map_rgb(0,0,0));
            }
        }
                //destroy objects

        //visual objects
    al_destroy_bitmap(cometImage);
    for(iter = objects.begin(); iter != objects.end(); ++iter)
        (*iter)->destroy(shipImage);
        iter = objects.erase(iter);
    al_destroy_bitmap(explImage);
    al_destroy_bitmap(bgImage);
    al_destroy_bitmap(mgImage);
    al_destroy_bitmap(fgImage);
    al_destroy_bitmap(titleImage);
    al_destroy_bitmap(lostImage);
        //audio objects
    /*
    al_destroy_sample(shot);
    al_destroy_sample(boom);
    al_destroy_sample(song);
    al_destroy_sample_instance(songInstance);
    */

        //shell objects
    al_destroy_font(font18);
    al_destroy_timer(timer);
    al_destroy_event_queue(event_queue);
    al_destroy_display(display);
    return 0;
}

(上面):

#pragma once
int WIDTH = 1024;
int HEIGHT = 800;
enum ID{PLAYER, ENEMY, BULLET, BORDER, MISC};
enum STATES{TITLE, PLAYING, LOST};

(GameObject.h):

#pragma once

#include "Globals.h"
#include <iostream>
#include <allegro5/allegro5.h>
#include <allegro5/allegro_primitives.h>

class GameObject
{
private:
    int ID;
    bool alive;
    bool collidable;
protected:
    float x;
    float y;
    float velX;
    float velY;
    int dirX;
    int dirY;
    int boundX;
    int boundY;
    int maxFrame;
    int curFrame;
    int frameCount;
    int frameDelay;
    int frameWidth;
    int frameHeight;
    int animationColumns;
    int animationDirection;
    ALLEGRO_BITMAP *image;
public:
    GameObject();
    void virtual destroy(ALLEGRO_BITMAP *image);
    void init(float x, float y, float velX, float velY, int dirX, int dirY, int boundX, int boundY);
    void virtual update();
    void virtual render();
    float getX() {return x;}
    float getY() {return y;}
    void setX(float x) {GameObject::x = x;}
    void setY(float y) {GameObject::y = y;}
    int getBoundX() {return boundX;}
    int getBoundY() {return boundY;}
    int getID() {return ID;}
    void setID(int ID) {GameObject::ID = ID;}
    bool getAlive() {return alive;}
    void setAlive(bool alive) {GameObject::alive = alive;}
    bool getCollidable() {return collidable;}
    void setCollidable(bool collidable) {GameObject::collidable = collidable;}
    bool checkCollisions(GameObject *otherObject);
    void virtual collided(int objectID);
    bool collidableCheck();
};

(GameObject.cpp):

#include "GameObject.h"
GameObject::GameObject()
{
    x = 0;
    y = 0;
    velX = 0;
    velY = 0;
    dirX = 0;
    dirY = 0;
    boundX = 0;
    boundY = 0;
    maxFrame = 0;
    curFrame = 0;
    frameCount = 0;
    frameDelay = 0;
    frameWidth = 0;
    frameHeight = 0;
    animationColumns = 0;
    animationDirection = 0;
    image = NULL;
    alive = true;
    collidable = true;
}
void GameObject::destroy(ALLEGRO_BITMAP *image)
{
    if(image != NULL)
        al_destroy_bitmap(image);
}
void GameObject::init(float x, float y, float velX, float velY, int dirX, int dirY, int boundX, int boundY)
{
    GameObject::x = x;
    GameObject::y = y;
    GameObject::velX = velX;
    GameObject::velY = velY;
    GameObject::dirX = dirX;
    GameObject::dirY = dirY;
    GameObject::boundX = boundX;
    GameObject::boundY = boundY;
}
void GameObject::update()
{
    x += velX*dirX;
    y += velY*dirY;
}
void GameObject::render()
{
}
bool GameObject::checkCollisions(GameObject *otherObject)
{
    float oX = otherObject->getX();
    float oY = otherObject->getY();
    int obX = otherObject->getBoundX();
    int obY = otherObject->getBoundY();
    if(x + boundX > oX - obX &&
       x - boundX < oX + obX &&
       y + boundY > oY - obY &&
       y - boundY < oY + obY
       )
       return true;
    else
       return false;
}
void GameObject::collided(int objectID)
{
}
bool GameObject::collidableCheck()
{
    return alive && collidable;
}

(SpaceShip.h):

#pragma once
#include "GameObject.h"
class Spaceship : public GameObject
{
private :
    int lives;
    int score;
    int animationRow;
public :
    Spaceship();
    void destroy(ALLEGRO_BITMAP *image);
    void init(ALLEGRO_BITMAP *image = NULL);
    void update();
    void render();
    void moveUp();
    void moveDown();
    void moveLeft();
    void moveRight();
    void resetAnim(int pos);
    int getLives(){return lives;}
    int getScore() {return score;}
    void looseLife() {lives--;}
    void addPoint() {score++;}
    void collide(int objectID);

};

(SpaceShip.cpp):

#include "Spaceship.h"
    Spaceship::Spaceship()
    {}
    void Spaceship::destroy(ALLEGRO_BITMAP *image)
    {
        GameObject::destroy(image);
    }
    void Spaceship::init(ALLEGRO_BITMAP *image)
    {
        GameObject::init(20, 200, 6, 6, 0, 0, 10, 12);
        setID(PLAYER);
        setAlive(true);
        lives = 3;
        score = 0;
        maxFrame = 3;
        curFrame = 0;
        frameWidth = 46;
        frameHeight = 41;
        animationColumns = 3;
        animationDirection = 1;
        animationRow = 1;
        if(image != NULL)
        {
            Spaceship::image = image;
        }
    }
    void Spaceship::update()
    {
        GameObject::update();
        if(x < 0)
            x=0;
        else if ( x > WIDTH)
            x = WIDTH;
        if(y < 0)
            y = 0;
        else if (y > HEIGHT)
            y = HEIGHT;
    }
    void Spaceship::render()
    {
        GameObject::render();
        int fx = (curFrame % animationColumns) *frameWidth;
        int fy = animationRow *frameHeight;
        al_draw_bitmap_region(image, fx, fy, frameWidth, frameHeight,
            x - frameWidth /2, y - frameHeight /2, 0);
    }
    void Spaceship::moveUp()
    {
        animationRow = 0;
        dirY = -1;
    }
    void Spaceship::moveDown()
    {
        animationRow = 2;
        dirY = 1;
    }
    void Spaceship::moveLeft()
    {
        curFrame = 2;
        dirX = -1;
    }
    void Spaceship::moveRight()
    {
        curFrame = 1;
        dirX = 1;
    }
    void Spaceship::resetAnim(int pos)
    {
        if(pos == 1)
        {
            animationRow = 1;
            dirY = 0;
        }
        else
        {
            curFrame = 0;
            dirX = 0;
        }
    }
    void Spaceship::collide(int objectID)
    {
        if(objectID == ENEMY)
            lives--;
    }

两个int变量在头文件中定义。这意味着每个包含头文件的源文件都将包含它们的定义(头文件包含是纯文本的)。这当然会导致多重定义错误。

你有几个选项来解决这个问题。

  1. 使变量为static (static int WIDTH = 1024;)。它们仍然存在于每个源文件中,但是它们的定义在源文件之外将不可见。

  2. 使用extern (extern int WIDTH;)将它们的定义转换为声明,并将定义放入一个源文件:int WIDTH = 1024; .

  3. 可能是最好的选择:使变量const (const int WIDTH = 1024;)。这使得它们隐式地成为static,并且还允许它们被用作编译时常量,允许编译器直接使用它们的值,而不是发出代码从变量中读取它等。

你不能把变量定义放在头文件中,因为它们将成为你包含头文件的所有源文件的一部分。

#pragma once只是为了防止同一源文件中的多个包含,而不是防止多个源文件中的多个包含。

您可以在头文件中将变量声明为extern,然后在单个源文件中定义它们。或者您可以在头文件中将变量声明为const,然后编译器和链接器将管理它

我在这里回答了一个类似的问题。

在项目设置中,将/FORCE:MULTIPLE添加到链接器的命令行选项中。

从MSDN: "使用/FORCE:MULTIPLE创建一个输出文件,无论LINK是否为一个符号找到多个定义。"

这就是程序员所说的"快速和肮脏"。解决方案,但有时你只是想完成构建,稍后再解决问题,所以这是一种临时解决方案。要实际避免此错误,只要您想要

int WIDTH = 1024;
int HEIGHT = 800;

要在多个源文件中共享,只需在单个.c/.cpp文件中声明它们,并在头文件中引用它们:

extern int WIDTH;
extern int HEIGHT;

然后将头文件包含在您希望这些全局变量可用的任何其他源文件中。

const int WIDTH = 1024;
const int HEIGHT = 800;

在我的情况下,我得到了错误消息one or more multiply defined symbols found,我发现另一个错误消息显示xxx function is already defined in ooo.dll,但在我的项目中根本没有引用ooo.dll

然后我记得我之前使用vcpkg可能全局安装ooo.dll,所以使用vcpkg删除卸载ooo.dll package,然后重新构建,错误解决了,构建成功。

只需添加/FORCE作为链接标志,就可以了。

例如

,如果您正在编写CMakeLists.txt。然后添加以下行:

SET(CMAKE_EXE_LINKER_FLAGS  "/FORCE")