Reputation: 111
Ok so I am making a game using XNA, I would like all of the enemies to extend from one base class called "baseEnemy.cs". For example, I would like a zombie to have a class called "zombie.cs" but make it entend the "baseEnemy.cs".
I think I remember being told its would be laid out like:
class zombie : baseEnemy
{
}
But I am assuming the use of get{} and set{} would help me to change values of current variables in zombies.cs that exist as part of baseEnemy.cs... If that makes sense? I don't understand the usage of get{} and set{} but I have seen it in other languages (such as the code for minecraft) which I would assume are similar in their working.
So, say I have a float for the speed of the enemy... I don't want all the enemies to move at the same speed (zombie's should have a low speed, etc). How could I get the speed from the baseEnemy.cs and set it as the speed in zombie.cs.
Or would I be better just making the variables public in baseEnemy.cs?
Sorry if the above doesn't make much sense, I am not too experienced with XNA or terminology used and therefore I probably sound like I am going round in circles :S
Upvotes: 1
Views: 301
Reputation: 3745
You are looking for so called abstract methods or abstract properties.
abstract class Enemy
{
public abstract float GetSpeed();
}
class Zombie : Enemy
{
public override float GetSpeed()
{
return 10;
}
}
Note the abstract
keyword preceding the class name and the method name. The child class has to implement all abstract members, if it is not abstract itself. When an abstract member is implemented the override
keyword must be used.
The get
set
syntax you are describing is called a property. It is a special C# construct that organizes the getter and/or setter of a field and puts them in a single block. The same example as above using properties:
abstract class Enemy
{
public abstract float Speed { get; }
}
class Zombie : Enemy
{
public override float Speed
{
get { return 10; }
}
}
Upvotes: 2