C++(Arduino包装器)问题:我正在连接LCD的Arduino上编写射击游戏-
我有一个基类(Sprite
),从这个其他类派生-Alien
,Missile
和Player
。 Alien类的构造函数还具有私有(private)成员pMissile
(指向Missile
类的指针)-“我认为,在对象内的对象”将是描述此问题的一种方式。
[当Alien
发射导弹时,导弹将其(x,y)坐标传递给导弹,并且导弹具有从Alien
的坐标开始移动的自己的方法]
我的问题是:如何通过Alien
对象访问导弹的坐标?
下面是简化的代码,我还绘制了类的表示形式:
// Bass class - has a form/shape, x and y position
class Sprite
{
public:
Sprite(unsigned char * const spacePtrIn, unsigned int xInit, unsigned int yInit);
virtual void Move() = 0;
void Render() { display.drawBitmap(x,y, spacePtr, 5, 6, BLACK); }
unsigned int getX() const { return x; }
unsigned int getY() const { return y; }
protected:
unsigned char *spacePtr;
unsigned int x, y;
};
// Derived class "Missile", also a sprite and has a specific form/shape, and specific (x,y) derived from input sprite
class Missile : public Sprite
{
public:
Missile(): Sprite(&spaceMissile[0], 0, 0) {}
virtual void Move(); // its own method of moving
};
// Derived class "Alien" - has a specific form/shape, and specific (x,y) position
class Alien : public Sprite
{
public:
Alien();
virtual void Move(); // its own method of moving
private:
Missile *pMissile;
};
Alien::Alien(): Sprite(&spaceAlien[0], random(5, 75), random(4, 10))
{
Missile MissileArray[MaxAmmoSize];
pMissile = &MissileArray[0];
}
void Alien::Move()
{
if( random(10) % 2 == 0 )
x += 1;
if( random(10) % 3 == 0 )
y += 1;
if( (pMissile != NULL) && (random(10) == 1) )
{
pMissile->setCoord(x, y);
pMissile->Move(); // move the missile
pMissile++; // move onto the next missile in the array
}
Render();
}
/*****************************************************************************************/
Alien MONSTER;
Player HERO;
Alien *pMONSTER = &MONSTER;
void loop()
{
display.clearDisplay();
MONSTER.Move();
HERO.Move();
pMONSTER->getX(); // this is x location of MONSTER
**// how does pMONSTER access pMissile(x,y) within MONSTER.**
delay(100);
display.display();
}
Embedded C++ Class interaction
最佳答案
常见的方法是向Alien添加getter函数:
class Alien {
public:
Missile* getMissile() { return pMissile; }
}
要使用它:
Alien* a = getAlienFromSomewhere();
auto pMissile = a.GetMissile();
if (pMissile != NULL) {
x = pMissile->getX();
y = pMissile->getY();
}