【发布时间】:2017-04-12 04:19:52
【问题描述】:
对于我的碰撞代码,我认为如果每个实体都覆盖并定义自己与任何其他实体的交互,那会很整洁。所以,我尝试实现这个:
Entity.h:
class Bullet;
class Person;
class Entity
{
public:
Entity();
~Entity();
virtual void resolveCollision(Entity &other);
virtual void resolveCollision(Bullet &other);
virtual void resolveCollision(Person &other);
};
Entity.cpp:
void Entity::Entity() {}
void Entity::~Entity() {}
void Entity::resolveCollision(Entity &other) {
std::cout << "collided entity with entity" << std::endl;
}
void Entity::resolveCollision(Bullet &other) {
std::cout << "collided entity with bullet" << std::endl;
}
void Entity::resolveCollision(Person &other) {
std::cout << "collided entity with person" << std::endl;
}
Person.h:
#include "Entity.h"
class Person :
public Entity
{
public:
Person();
~Person();
void resolveCollision(Entity &other) override;
void resolveCollision(Bullet &other) override;
void resolveCollision(Person &other) override;
};
Person.cpp:
Person::Person() {}
Person::~Person() {}
void Person::resolveCollision(Entity &other) {
std::cout << "collided person with entity" << std::endl;
}
void Person::resolveCollision(Bullet &other) {
std::cout << "collided person with bullet" << std::endl;
}
void Person::resolveCollision(Person &other) {
std::cout << "collided person with person" << std::endl;
}
Bullet.h(几乎是 Person.h 的复制品):
#include "Entity.h"
class Bullet :
public Entity
{
public:
Bullet();
~Bullet();
void resolveCollision(Entity &other) override;
void resolveCollision(Bullet &other) override;
void resolveCollision(Person &other) override;
};
Bullet.cpp(几乎是 Person.cpp 的复制品):
Bullet::Bullet() {}
Bullet::~Bullet() {}
void Bullet::resolveCollision(Entity &other) {
std::cout << "collided bullet with entity" << std::endl;
}
void Bullet::resolveCollision(Bullet &other) {
std::cout << "collided bullet with bullet" << std::endl;
}
void Bullet::resolveCollision(Person &other) {
std::cout << "collided bullet with person" << std::endl;
}
最后是main.cpp:
#include "Bullet.h"
#include "Person.h"
#include <typeinfo>
int main()
{
std::vector<std::shared_ptr<Entity>> entities;
entities.push_back(std::shared_ptr<Person>(new Person()));
entities.push_back(std::shared_ptr<Bullet>(new Bullet()));
std::cout << typeid(entities[0]).name() << std::endl;
std::cout << typeid(*entities[0]).name() << std::endl;
std::cout << typeid(entities[1]).name() << std::endl;
std::cout << typeid(*entities[1]).name() << std::endl;
(*entities[0]).resolveCollision(*entities[1]);
Person().resolveCollision(Bullet());
return 0;
}
出于某种奇怪的原因,控制台输出以下内容:
class std::shared_ptr<class Entity>
class Person
class std::shared_ptr<class Entity>
class Bullet
collided person with entity
collided person with bullet
所以它似乎认识到 *entities[1] 是一个类 Bullet,但由于某种原因,它调用 Person::resolveCollision(Entity) 而不是 Person::resolveCollision(Bullet),即使创建了这些实例类和做同样的事情会输出玩家和子弹之间的碰撞。我在做什么导致这个?前向声明会导致这种情况吗?
谢谢!
【问题讨论】:
标签: c++ c++11 operator-overloading overriding shared-ptr