In OOP, this refers to a lower-level class using the definition for a higher-level class' methods or properties.
0
votes
2answers
92 views
How to optimize classes
I am currently working on a game based on SFML and written in C++. For the HUD of the game I have a HUD class with a lot of different variables and methods. Basically most of the variables have a set ...
0
votes
0answers
29 views
Setting attributes in components from static methods
I have a GameObject that is not destroyed between scenes to pass data between them. Here is a small snippet.
public class GameSession : MonoBehaviour {
public static GameSession data;
void ...
0
votes
1answer
91 views
C# What is the advantage of using interfaces for simulating multiple inheritance? [closed]
Interfaces are a feature of C# that I've never quite been able to see the purpose of. I see them used all the time in professional code, but for the life of me I can't work out the reasoning.
My ...
3
votes
1answer
131 views
how to make weapon charge up behavior using composition
I am trying to design different weapon behaviors.
Right now, there are 3 different types of weapon behaviors that i would like to implement.
When not pressing anything, weapon fires at a ...
1
vote
1answer
55 views
Deriving from base class but not calling base method
I am very new to C#, XNA, and OOP. This is my question: I have an abstract class called Sprite. Sprite handles position and drawing from the sprite sheets, from its update and draw methods, for my ...
1
vote
1answer
95 views
Categorizing Projectiles in an arcade shooter (multiple inheritance?)
I have been working on a simple arcade shooter in Java in the vein of missile command/space invaders. I've made a base Projectile class and have been extending other Projectile types from it. This ...
1
vote
0answers
246 views
Making unity inspector accept classes that inherit from a base class
I have a base class that has a lot of classes inheriting from it, I want to make a script that you can drop one of these derived classes into. How do i do that?
abstract class thingy : UnityEngine....
0
votes
2answers
154 views
What if I extend a uclass without UClass() in Unreal Engine?
What happens if I extend a uclass (or UObject) without the UClass() macro?
Will it still be a UClass() and managed by the garbage collector?
I'm just curious.
Update
I managed to extend ...
0
votes
2answers
91 views
How do i approach these inheritance problem? (Pokemon Gen III) [closed]
I'm currently making a Pokemon clone on Python just for the heck of it. After fiddling a bit with some GBA ROM editing tools, i've found out that on these games there are, among other things:
Events ...
0
votes
1answer
305 views
Error : No default constructor exists for “Sprite” [closed]
What i want to do is make the Player class inherit the Sprite class.
So I inherited it like this :
class Player: public Sprite {};
But when I go to my Player.cpp I get the following error :
...
1
vote
1answer
104 views
Inherited property in derived class reference only base class
[Context] I am developing a game in Unity, and wanted to make a Game Manager. Like many examples out there, it uses a Singletron design pattern. But i have several other Managers, all using Singletron ...
0
votes
2answers
251 views
Problem designing my pseudo-3D game with SFML
I am designing the game so the objects I create (Character, Enemy, Enemycast...) can inherit all from
Collider
SpineDrawable // Sprite // AnimatedSprite
D2D // D3D
Both D2D and D3D inherit from ...
1
vote
0answers
60 views
Java (libGDX) - Inheritance problems
I'm having some issues with inheritance for one of my libGDX projects, I'm making a game similar to (very stripped down) Terraria or Starbound and I am using the TiledMap to load the world, ...
3
votes
2answers
346 views
Space game: inheritance for spaceships?
In a space game I'm writing in C++11, I have a class Spaceship. Now I want to create 3 more spaceship types, how should I do?
Attack type: have a weapon
Research type: have a sensor
Religious type: ...
4
votes
3answers
566 views
Callback on Derived Class?
How does Unity3D implement their system where if a class is derived from MonoBehaviour and has certain methods like Awake() or Update(), they are called accordingly? I want to do a similar system for ...
0
votes
1answer
183 views
Have several classes with a common interface, but still able to access MonoBehaviour methods through that interface?
In our project we used to have a PlayerObject class and then Unit and Building derived from that class. We recently started taking a look at Bolt, which requires classes that define objects that may ...
0
votes
1answer
141 views
Weird inheritance hierarchy?
In my RPG, all Food objects should be possible weapons. For instance, I want the player to be able to to try kill bunnies with a cherry or a watermelon.
The problem is that the easiest way to do this ...
0
votes
1answer
50 views
How to reuse code [closed]
I have three classes.
Monster derives from Animation. Animation derives from Collider. This is, monster is an animated collider.
However, I'd like to have animated objects that are not colliders.
...
0
votes
1answer
446 views
How does super.render() call this method?
Today I was experimenting with adding different screens with Scene2d in libgdx and while doing so I became confused how super.render() in my render() method from my starter class (MyGdxGame) called ...
1
vote
2answers
391 views
Single or multiple inheritance for game world objects
So I am currently laying out on paper the system I want to code for a game in C++.
Now currently I am debating whether to have e.g. a class object_door that inherits from another class ...
1
vote
1answer
681 views
Should I use inheritance or interfaces for an inventory system? [closed]
I'm about to start programmin an inventory, harvest and loot system. I will need enemies that drop items, harvestable environmentals that yield resources and an inventory system that takes items and ...
0
votes
1answer
122 views
How to save a character to be used in all Game States?
I am using C# and SFML.
I am having a problem understanding how to save a character in memory, so I can use the character in any game state.
Right now, the character is a class, and the player ...
1
vote
1answer
454 views
Making specific Enemy Classes
So I was just looking through an old game I had made for android, and was second guessing how I was sub-classing enemy for each particular enemy in my game. My enemy class had all kinds of properties,...
2
votes
1answer
432 views
Spell classes and inheritance
I'm currently developing a small game, that includes spell casting.
My class structure looks like this:
AbstractSpell
AbstractDamageSpell
AbstractClickableSpell
AbstractClickableDamageSpell
"...
1
vote
1answer
354 views
How to use/apply class inheritance in Enchant.js
You're developing a game using Enchant.js and you just need an Enemy class which multiple enemy classes derive from and every enemy has its own sprite and stuff.
4
votes
2answers
540 views
Game state management: the buck doesn't stop “here” soon enough
I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up:
Suppose hypothetically I ...
6
votes
2answers
3k views
How should I plan the inheritance structure for my game?
I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary.
I am ...
2
votes
1answer
2k views
Custom inventory items based on inheritance
So, here's the scenario:
I'm building an RPG. Like most of the other RPGs on the market, my game will feature an inventory and of course, inventory items. So far I've worked well with using a single ...
8
votes
2answers
907 views
Doesn't multiple inheritance solve all problems that entity systems do?
The question is pretty self explaining: doesn't multiple inheritance solve all the problems that entity systems also solve?
I just remembered a term called "multiple inheritance", and that seems to ...