Jump to content
  • Advertisement
Sign in to follow this  

Representing player classes in c++

This topic is 2245 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

This isn't such an easy to answer question depending on a infinite number of variables it could literally be anything.

class PLAYER
int IDNum; //this is the ID number
int LocX; //X location
int LocY; //Y location
string Name; //Name of Player
Edited by yewbie

Share this post

Link to post
Share on other sites
I just saw a similar thread with people debating how detailed an inheritance tree should be and when you should choose composition instead of inheritance; from that thread I'd say there's no 'best' way to represent your player.

Rather, write out a description of what your player character is and what it has.

In the simplest form, a player is a creature that has an inventory and can be controlled by a person.
A monster is a creature that could have an inventory and is controlled by the computer.

The main difference between a player and a monster is that the player is controlled by a person. You could make a generic creature class with health, mana, stats like strength, and have it hold an 'inventory object' which is represented by an inventory class. Then you would attach the input from a person to the generic creature's movement methods and that becomes your player. Everything else that isn't hooked up to an input device (and is controlled by the computer instead) is your monster.

Hopefully that helps out some.

Share this post

Link to post
Share on other sites
I have a player class like in c++ class i need a player class like witch or warrior
[source lang="cpp"]#ifndef PLAYER_H
#define PLAYER_H

#include "gameobject.h"
#include "gameobject_component.h"
#include <QString>

class Player : public GameObject
Player(QString name, int maxlevel, PlayerClass classtype);
Player(QString name, int level, int xp, int maxlevel, PlayerClass classtype);
void Update();
void Checklevel();
void Attack();
virtual ~Player();
bool isactive;
int Level;
int Maxlevel;
int Xp;
float Money;
QString Name;
float Mana;
float Maxmana;
float Health;
float Maxhealth;
float Speed;
float Strenght;
float Intelect;
float Hitrate;
GameObject backpack[30];
GameObject_Component Componets[100];

#endif // PLAYER_H

Share this post

Link to post
Share on other sites
Classes as in unit archtypes or something like that really depends on your game.

Figure out what the differences are:

Are the differences only graphical? - If so then you don't really need a seperate Class type.
Are the differences very major? - Break it out by what is different and seperate that out (again it really depends 100% on how you are using it)

You are asking very broad generic questions, you are going to get very broad generic answers =)

You could literally have your classtype be represented by an Enum that is simply a number representation of which class the player is.

Share this post

Link to post
Share on other sites
I would enumerate the available classes. Then have a variable in all creature classes that uses one of those values for it's class. The rest is all data driven. You will have a table or something that lists all the character classes and their relevant stats and abilities.

Depending on how your game rules are set up, that could be a perfect answer, a really bad one, or completely out of context!

Share this post

Link to post
Share on other sites
I would have to agree with using enums for the sake of simplicity.

On a side note, some of those public variables and functions look like (from the names) that they could be private (or protected) instead of public. Putting everything into public isn't necessarily bad, but it's not a good habit to get into as it can present some bugs down the rode.

Share this post

Link to post
Share on other sites
Do you know much about component based architecture? im new here myself, but in everything i have been taught and everything i have actually made, component based architecture was superior to an inheritance model. Unless you are making a few very simple game object classes, you will want to make components and then tack them on to your game object. And the player controller would be one of them.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!