【发布时间】:2016-09-01 07:59:16
【问题描述】:
#pragma once
#include "Entity.h"
#include <iostream>
class Projectile : public Entity
{
public:
Projectile() {}
Projectile(float x, float y) {
load("Graphics/Projectile.png");
m_sprite.setPosition(x, y);
m_speed = 400;
}
};
#pragma once
#include "Entity.h"
#include <iostream>
#include "Projectile.h"
enum class Color {
red,
yellow,
brown,
blue
};
class Enemy : public Entity
{
public:
Enemy(const Color& c, const sf::Vector2f& pos) {
switch (c) {
case Color::blue:
{
load("Graphics/blueEnemy.png");
}
break;
case Color::red:
{
load("Graphics/redEnemy.png");
}
break;
case Color::yellow:
{
load("Graphics/yellowEnemy.png");
}
break;
case Color::brown:
{
load("Graphics/brownEnemy.png");
}
break;
}
setPos(pos);
m_speed = 100;
}
};
#pragma once
#include "Entity.h"
#include "Projectile.h"
#include <vector>
class Spaceship : public Entity
{
public:
Spaceship();
void move(float);
void shoot(float);
void update(float);
void draw(sf::RenderWindow*) override;
private:
bool wasSpacePressed;
std::vector<std::unique_ptr<Projectile>> m_projectiles;
sf::Clock m_clock;
};
class EnemyFleet : public Entity
{
public:
EnemyFleet();
~EnemyFleet();
void move(float);
bool isEnemyBottom() const;
bool isLeftMost() const;
bool isRightMost() const;
void moveX(float);
void moveDown();
void update(float);
void draw(sf::RenderWindow*) override;
private:
std::vector<std::unique_ptr<Enemy>> m_enemyFleet;
bool m_leftToRight; //motion of the enemyfleet
float m_speedModifier;
};
我希望能够在弹丸和敌人相互碰撞时删除它们,但我不确定如何执行此操作,因为无法将 unique_ptr 复制到某些碰撞管理器类中的任何参数中,因为它具有专有所有权。 unique_ptr 是否仍然是我应该使用的东西,因为我不必调用 delete(比如它是否是原始 ptr)?
【问题讨论】:
-
unique_ptr可以通过const reference或const raw pointer传递,也可以移动。 -
但如果我在向量中删除它,我会传递一个向量,而且它也不能是 const,因为我会影响向量内的唯一对象