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

转载 作者:IT老高 更新时间:2023-10-28 21:49:02 29 4
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我一直在训练使用 C++ 中的面向对象编程,但我不断收到此错误:

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:\Users\ted\documents\visual studio 2010\Projects\fullSpace\Debug\fullSpace.exe : fatal error LNK1169: one or more multiply defined symbols found

但是对我来说,似乎整个代码都写得很好,两个 int 只在 Global header 中提到,所有对象似乎都在正确继承。但是,就像我刚才所说的,我是 OOP 的初学者,所以我真的需要一个意见:另外值得一提的是,我正在使用 allegro 5 来创建一个侧面射手。

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 <allegro5\allegro_ttf.h>
#include <allegro5\allegro_audio.h>
#include <allegro5\allegro_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;
}

(Globals.h):

#pragma once

int WIDTH = 1024;
int HEIGHT = 800;

enum ID{PLAYER, ENEMY, BULLET, BORDER, MISC};
enum STATES{TITLE, PLAYING, LOST};

(游戏对象.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();
};

(游戏对象.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--;

}

最佳答案

两个int变量在头文件中定义。这意味着每个包含标题的源文件都将包含它们的定义(标题包含纯文本)。当然会导致多个定义错误。

您有多种选择来解决此问题。

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

  2. 使用 extern (extern int WIDTH;) 将它们的定义转化为声明,并将定义放入 one 源文件中: int WIDTH = 1024;.

  3. 可能是最好的选择:将变量设为 const (const int WIDTH = 1024;)。这使它们成为 static 隐式,并且还允许它们用作编译时常量,允许编译器直接使用它们的值而不是发出代码从变量等中读取它。

关于c++ - fatal error LNK1169 : one or more multiply defined symbols found in game programming,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15517658/

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