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c++ - Visual C++ 和 Allegro5 : cannot recognize objects from abstract class from header file

转载 作者:行者123 更新时间:2023-11-28 07:39:15 27 4
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我是 allegro 的初学者,不太熟悉 C++,但我了解这门语言,所以我想编写一个国际象棋游戏。但是因为我想在这个游戏中使用图像,所以我研究了 Allegro 5 来对其进行编程。我想出了一个(当然不完整)头文件来初始化游戏中的每一个棋子:

片.h

#pragma once
#include <allegro5/allegro.h>
#include <allegro5/allegro_native_dialog.h>
#include <allegro5/allegro_primitives.h>
#include <allegro5/allegro_image.h>
#include <iostream>
#include <string>

using namespace std;

class Piece
{
private:

int pieceX;
int pieceY;
bool inGame;
char pieceColor;
string imgAddress;
ALLEGRO_BITMAP *pieceImage;

public:

Piece(int pieceX, int pieceY, bool inGame, char pieceColor, string imgAddress)
{
this->pieceX = pieceX;
this->pieceY = pieceY;
this->inGame = inGame;
this->pieceColor = pieceColor;
this->imgAddress = imgAddress;
pieceImage = al_load_bitmap(imgAddress.c_str());
}

int getPieceX()
{
return pieceX;
}

int getPieceY()
{
return pieceY;
}

bool isInGame()
{
return inGame;
}

char getPieceColor()
{
return pieceColor;
}

string getImageAddress()
{
return imgAddress;
}

void setPieceX(int newx)
{
pieceX = newx;
}

void setPieceY(int newy)
{
pieceY = newy;
}

void setinGame(bool newingame)
{
inGame = newingame;
}

void setImageAddress(string newimgaddr)
{
imgAddress = newimgaddr;
}

void reloadImage()
{
pieceImage = al_load_bitmap(imgAddress.c_str());
}

Piece(void)
{

}

~Piece(void)
{

}

};

其他一切都将在主类 Chess.cpp 中处理

#include <allegro5/allegro.h>
#include <allegro5/allegro_native_dialog.h>
#include <allegro5/allegro_primitives.h>
#include <allegro5/allegro_image.h>
#include "Piece.h"
#include <iostream>
#include <string>
#include <cstring>

using namespace std;

const int SIDELENGTH = 50;
const int ROWCOLSPAN = 8;
const int WINDOW_WIDTH = (SIDELENGTH * ROWCOLSPAN) + 240;
const int WINDOW_HEIGHT = (SIDELENGTH * ROWCOLSPAN) + 40;
const float FPS = 60;
const int MAXPIECES = ROWCOLSPAN * 2;
const int MAXSPACES = ROWCOLSPAN * ROWCOLSPAN;

setupBoard(Piece [MAXPIECES], Piece [MAXPIECES], char [MAXSPACES]);

int main()
{
ALLEGRO_DISPLAY *gameDisplay;

if (!al_init()) cout << "Failed to load Allegro 5 for Chess++..." << endl;

gameDisplay = al_create_display(WINDOW_WIDTH, WINDOW_HEIGHT);
al_set_window_title(gameDisplay, "Chess++");

if (!gameDisplay) cout << "Couldn't create Allegro 5 display for Chess++..." << endl;

al_init_primitives_addon(); //allows to load primitives
al_install_keyboard(); //allows for keyboard use*/
al_install_mouse(); //installs the mouse to be able to use it
al_init_image_addon(); //prepares image loading

ALLEGRO_EVENT_QUEUE *gameQueue = al_create_event_queue(); //queue that receives events and acts them in order
al_register_event_source(gameQueue, al_get_keyboard_event_source()); //registers keyboard events to be recognized within event_queue

ALLEGRO_KEYBOARD_STATE keyState;
ALLEGRO_TIMER *gameTimer = al_create_timer(1.0 / FPS);

al_register_event_source(gameQueue, al_get_keyboard_event_source()); //registers keyboard events to be recognized within event_queue
al_register_event_source(gameQueue, al_get_timer_event_source(gameTimer)); //registers a timer to work within event_queue
al_register_event_source(gameQueue, al_get_display_event_source(gameDisplay)); //registers the window to be able to give it events
al_register_event_source(gameQueue, al_get_mouse_event_source()); //register the installed mouse

bool gameOver = false;
bool draw = false;
bool quitclose = false;

int X = 0;
int Y = 0;

Piece blackPieces[MAXPIECES];
Piece whitePieces[MAXPIECES];

//The 8 by 8 board with the pieces; lowercase for black, uppercase for white
char chessboard[] = "rnbqkbnr\n"
"pppppppp\n"
"--------\n"
"--------\n"
"--------\n"
"--------\n"
"--------\n"
"PPPPPPPP\n"
"RNBQKBNR";

//setupBoard(blackPieces, whitePieces, chessboard);

al_start_timer(gameTimer); //starts the specified timer

gameloop:
while(!gameOver)
{
ALLEGRO_EVENT gameEvents; //create receiver for events
al_wait_for_event(gameQueue, &gameEvents); //waits for an event from event_queue to be passed on to ALLEGRO_EVENT events

if (gameEvents.type == ALLEGRO_EVENT_KEY_UP/*DOWN*/)
{

}
else if (gameEvents.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
{
quitclose = true;
gameOver = true;
}
else if (gameEvents.type == ALLEGRO_EVENT_MOUSE_AXES) //determines the movement of the mouse coordinates
{

}
else if (gameEvents.type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN) //if a mouse button is pressed
{

}

if (gameEvents.type == ALLEGRO_EVENT_TIMER)
{
draw = true;
}

if (draw)
{
draw = false;

int squareX = 20;
int squareY = 20;
bool colorchange = true;
for (int i = 1; i <= MAXSPACES;i++)
{
ALLEGRO_COLOR squarecolor = al_map_rgb(255, 255, 255);
if (!colorchange) squarecolor = al_map_rgb(0, 100, 0);

al_draw_filled_rectangle(squareX, squareY, squareX + SIDELENGTH, squareY + SIDELENGTH, squarecolor);
squareX += SIDELENGTH;
if (i % ROWCOLSPAN != 0) colorchange = !colorchange;

if (i % ROWCOLSPAN == 0)
{
squareY += SIDELENGTH;
squareX = 20;
}

}

al_flip_display();
al_clear_to_color(al_map_rgb(0, 0, 0)); //clears the canvas (display) like Java's repaint()
}

}

if (quitclose)
{
int quit = al_show_native_message_box(gameDisplay, "CHES++: QUIT", "ARE YOU SURE YOU WANNA QUIT?", "Please select YES or NO", NULL, ALLEGRO_MESSAGEBOX_YES_NO);
if (quit == 0)
{
gameOver = false;
goto gameloop;
}
}

al_destroy_display(gameDisplay);

/*cin.sync();
cout << "\n\nPress any key to finish...";
cin.get();*/
return 0;
}

void setupBoard(Piece bp[MAXPIECES], Piece wp[MAXPIECES], char cb[])
{
int barrindex = 0;
int warrindex = 0;
int x = 20;
int y = 20;

for (int i = 0; i < MAXSPACES; i++)
{
if (cb[i] == 'r')
{
bp[barrindex] = new Piece(x, y, true, 'b', "images/br.png");
barrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'n')
{
bp[barrindex] = new Piece(x, y, true, 'b', "images/bn.png");
barrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'b')
{
bp[barrindex] = new Piece(x, y, true, 'b', "images/bb.png");
barrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'q')
{
bp[barrindex] = new Piece(x, y, true, 'b', "images/bq.png");
barrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'k')
{
bp[barrindex] = new Piece(x, y, true, 'b', "images/bk.png");
barrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'p')
{
bp[barrindex] = new Piece(x, y, true, 'b', "images/bp.png");
barrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'R')
{
wp[warrindex] = new Piece(x, y, true, 'w', "images/wr.png");
warrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'N')
{
wp[warrindex] = new Piece(x, y, true, 'w', "images/wn.png");
warrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'B')
{
wp[warrindex] = new Piece(x, y, true, 'w', "images/wb.png");
warrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'Q')
{
wp[warrindex] = new Piece(x, y, true, 'w', "images/wq.png");
warrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'K')
{
wp[warrindex] = new Piece(x, y, true, 'w', "images/wk.png");
warrindex++;
x += SIDELENGTH;
}
if (cb[i] == 'P')
{
wp[warrindex] = new Piece(x, y, true, 'w', "images/wp.png");
warrindex++;
x += SIDELENGTH;
}
if (cb[i] == '-')
{
x += SIDELENGTH;
}
if (cb[i] == '\n')
{
y += SIDELENGTH;
x = 20;
}
}
}

在添加 setupBoard() 函数和两个 Piece 对象(blackPieces 和 whitePieces)之前,我的程序会运行,并且会显示一个漂亮的“棋盘”,它基本上是使用 allegro 的原始库绘制的 64 个正方形,所以我认为我已经正确安装了库和驱动程序。然而,我得到的错误超出了我的范围:

  1. 首先,setupBoard是一个void,只是为了修改其他变量来组织代码。然而 Intellisense 给我一个错误:this declaration has no storage class or type specifier

  2. #include "Piece.h" 没有出现错误,但是在数组 blackPieces 和 whitePieces 的声明中,我得到了 identifier "Piece"is未定义

  3. 在 Chess.cpp 底部的 setupBoard 函数中,我通读了来自棋盘的字符数组 cb,它具有用于在棋盘中放置棋子的特定字符。并且根据哪个字符,一个 Piece 对象被动态分配到它各自的 Piece 数组中,像这样:

bp[barrindex] = new Piece(x, y, true, 'b', "images/br.png");

然后控制板的 x 和 y 的整数相应地递增以将它们绘制在不同的位置。然而,虽然除了 new Piece( 之外似乎没有错误,我猜这是因为错误 2,但我得到了这个错误:

error C2679: binary '=' : no operator found which takes a right-hand operand of type 'Piece *' (or there is no acceptable conversion)

我确定我一定是分配错误,但我不知道怎么回事,我从来没有遇到过这种错误。现在,我总是可以尝试用 Java 或 C# 做国际象棋游戏,但我想用 C++ 做某种游戏(我认为制作 AI 的逻辑与语言知识没有任何关系)。拜托,如果有人知道如何解决这些错误,我将非常感激!!

最佳答案

setupBoard(Piece [MAXPIECES], Piece [MAXPIECES], char [MAXSPACES]);

你需要在它前面有一个 void

这些是不同的东西:

Piece bp[MAXPIECES]
Piece* bp[MAXPIECES]

按照你的方式,你需要这样做:

wp[warrindex] = Piece(x, y, true, 'w', "images/wn.png");

要了解两者之间的区别,请阅读堆栈与堆内存分配。您真的可能想通过 Piece* bp[MAXPIECES] 使用堆并保持您的 new 调用。

关于c++ - Visual C++ 和 Allegro5 : cannot recognize objects from abstract class from header file,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16156491/

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