Reputation: 324
I am making a game in which my main class for controlling game objects is "inGame". There will be several other custom made classes composed inside "inGame".
like,
class mouse
{
int x, y;
bool alive;
float speed;
public:
mouse(int xx, int yy, float spd, bool alv)
{
x = xx; y = yy; speed = spd; alive = alv;
}
// member functions
};
class inGame
{
mouse m1;
dog d1; // single object which are easy to construct
public:
inGame() : d1(200, 400, 1.5, false), m1(40, 40, 0.5, false) //This works fine
{} //coordinates fixed and set by me
// member functions
};
But now lets say I want 3 mouses. So i thought of m1[3] or maybe a vector.
class inGame
{
mouse m1[3]; // like i want 3 mouse(animals) in the game screen
dog d1; // single object which are easy to construct
public:
inGame() : d1(200, 400, 1.5, false) //Confusion here m1(40, 40, 0.5, false)
{}
// members
};
so I've tried the following:
inGame() : m1[0](1,2,3,true), m1[1](2,3,4,true), m1[2](3,4,5,true) { } //NO
inGame() : m1 { (1,2,3,true), (2,3,4,true), (3,4,5,true) } { } //NO
inGame() : m1 { (1,2,3,true), (2,3,4,true), (3,4,5,true); } { }
even if I use std::vector m1 then how to I initialize through the inGame default constructor? Would it be writing inside the constructor?
mouse temp(1,2,3,true);
m1.push_back(temp);
Which is the better approach? in main I will just do:
inGame GAME; //Just to construct all animals without user requirement
Thanks.
UPDATE:
no luck with
inGame() : m1 { mouse(1,2,3,true), mouse(2,3,4,true), mouse(3,4,5,true) } { }
inGame() : m1 { {1,2,3,true}, {2,3,4,true}, {3,4,5,true} } { }
There an error after "m1 {" that "expected a )". And m1 { "}<--" that "expected a ;"
Upvotes: 0
Views: 582
Reputation: 227370
You need to use brace-enclosed initializers:
inGame() : m1 { {1,2,3,true}, {2,3,4,true}, {3,4,5,true} } { }
Without C++11, you will need to use a container such as std::vector<mouse>
and populate it inside the body of the constructor, or using a function that returns suitably initialized one:
std::vector<mouse> make_mice()
{
std::vector<mouse> v;
v.reserve(3);
v.push_back(mouse(1, 2, 3, true));
v.push_back(mouse(2, 3, 4, true));
v.push_back(mouse(3, 4, 5, true));
return v;
}
then
inGame() : m1(make_mice()) {}
where m1
is now an std::vector<mouse>
Upvotes: 4
Reputation: 254431
Assuming you're using C++11 or later,
inGame() : m1{{1,2,3,true}, {2,3,4,true}, {3,4,5,true}}
{}
This will work whether it's a regular array, std::array
, std::vector
, or any other sequence container.
If you're stuck with an ancient dialect, then initialisation will be more problematic. Using a vector, and calling push_back
in the constructor as you describe, is probably the least nasty approach. To use an array, you'd need to give mouse
a default constructor, then reassign each element in the constructor.
Upvotes: 5