所以我正在研究我的代码,它是以模块化方式设计的。现在,我的一个类; Splash 必须创建另一个名为 Emitter 的类的对象。通常,您只需创建对象并完成它,但这在这里不起作用,因为 Emitter 类具有自定义构造函数。但是当我尝试创建一个对象时,它不起作用。

举个例子;
Emitter 有一个像这样的构造函数:Emitter::Emitter(int x, int y, int amount); 并且需要创建它才能在 Splash 类中访问。

我试图这样做,但没有奏效:

class Splash{
    private:
        Emitter ps(100, 200, 400, "firstimage.png", "secondimage.png"); // Try to create object, doesn't work.
    public:
       // Other splash class functions.
}

我也试过这个,这也不起作用:
class Splash{
    private:
        Emitter ps; // Try to create object, doesn't work.
    public:
       Splash() : ps(100, 200, 400, "firstimage.png", "secondimage.png")
       {};
}

编辑:我知道第二种方法应该起作用,但是没有。如果我删除 Emitter 部分,代码将起作用。但是当我用第二种方式做时,没有窗口打开,没有应用程序被执行。

那么如何创建我的 Emitter 对象以用于 Splash 呢?

编辑:

这是我的发射器类和标题的代码:Header
// Particle engine for the project

#ifndef _PARTICLE_H_
#define _PARTICLE_H_

#include <vector>
#include <string>
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include "image.h"

extern SDL_Surface* gameScreen;

class Particle{
    private: // Particle settings
        int x, y;
        int lifetime;
    private: // Particle surface that shall be applied
        SDL_Surface* particleScreen;
    public: // Constructor and destructor
        Particle(int xA, int yA, string particleSprite);
        ~Particle(){};
    public: // Various functions
        void show();
        bool isDead();
};

class Emitter{
    private: // Emitter settings
        int x, y;
        int xVel, yVel;
    private: // The particles for a dot
        vector<Particle> particles;
        SDL_Surface* emitterScreen;
        string particleImg;
    public: // Constructor and destructor
        Emitter(int amount, int x, int y, string particleImage, string emitterImage);
        ~Emitter();
    public: // Helper functions
        void move();
        void show();
        void showParticles();
};

#endif

这是发射器功能:
#include "particle.h"

// The particle class stuff
Particle::Particle(int xA, int yA, string particleSprite){
    // Draw the particle in a random location about the emitter within 25 pixels
    x = xA - 5 + (rand() % 25);
    y = yA - 5 + (rand() % 25);
    lifetime = rand() % 6;
    particleScreen = Image::loadImage(particleSprite);
}

void Particle::show(){
    // Apply surface and age particle
    Image::applySurface(x, y, particleScreen, gameScreen);
    ++lifetime;
}

bool Particle::isDead(){
    if(lifetime > 11)
        return true;
    return false;
}

// The emitter class stuff

Emitter::Emitter(int amount, int x, int y, string particleImage, string emitterImage){
    // Seed the time for random emitter
    srand(SDL_GetTicks());
    // Set up the variables and create the particles
    x = y = xVel = yVel = 0;
    particles.resize(amount, Particle(x, y, particleImage));
    emitterScreen = Image::loadImage(emitterImage);
    particleImg = particleImage;
}

Emitter::~Emitter(){
    particles.clear();
}

void Emitter::move(){
}

void Emitter::show(){
    // Show the dot image.
    Image::applySurface(x, y, emitterScreen, gameScreen);
}

void Emitter::showParticles(){
    // Go through all the particles
    for(vector<Particle>::size_type i = 0; i != particles.size(); i++){
        if(particles[i].isDead() == true){
            particles.erase(particles.begin() + i);
            particles.insert(particles.begin() + i, Particle(x, y, particleImg));
        }
    }
    // And show all the particles
    for(vector<Particle>::size_type i = 0; i != particles.size(); i++){
        particles[i].show();
    }
}

这里还有 Splash ClassSplash Header

最佳答案

第二个选项应该有效,我将开始查看编译错误以了解为什么它不起作用。实际上,请发布与该代码相关的所有编译错误。

同时,您可以执行以下操作:

class Splash{
   private:
     Emitter* ps;
   public:
     Splash() { ps = new Emitter(100,200,400); }
     Splash(const Splash& copy_from_me) { //you are now responsible for this }
     Splash & operator= (const Splash & other) { //you are now responsible for this}

     ~Splash() { delete ps; }

};

关于c++ - 如何使用构造函数在另一个类中创建对象?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/11852645/

10-12 14:15