Sign in to follow this  
shawk08033

Representing player classes in c++

Recommended Posts

yewbie    677
This isn't such an easy to answer question depending on a infinite number of variables it could literally be anything.

[CODE]
class PLAYER
{
public:
int IDNum; //this is the ID number
int LocX; //X location
int LocY; //Y location
string Name; //Name of Player
}
[/CODE] Edited by yewbie

Share this post


Link to post
Share on other sites
caldiar    715
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 [b]is[/b] and what it [b]has[/b].

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
shawk08033    96
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
{
public:
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];
protected:
private:
};

#endif // PLAYER_H
[/source]

Share this post


Link to post
Share on other sites
yewbie    677
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
Daaark    3553
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
DeafTV    1705
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
Derpy    155
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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this