hello I have searched everywhere on the internet for an answer but i can't find any.
code:
#ifndef GAME_H
#define GAME_H
#include "drawEngine.h"
#include "sprite.h"
#include <iostream>
using namespace std;
class Game
{
public:
bool run(void);
protected:
bool getinput(char *c);
void timerUpdate(void);
private:
Sprite* player; // this gives me C2143
double frameCount;
double startTime;
double lastTime;
int posx;
//int posy;
DrawEngine drawArea;
};
#endif
How do I fix this?
sprite.h
#ifndef GAME_H
#define GAME_H
#include "drawEngine.h"
#include "game.h"
enum
{
SPRITE_CLASSID,
};
struct vector
{
float x;
float y;
};
class Sprite
{
public:
Sprite(DrawEngine *de, int s_index, float x = 1, float y = 1, int i_lives = 1);
~Sprite();
vector getPosition(void);
float getX(void);
float getY(void);
virtual void addLives(int num = 1);
int getLives(void);
bool isAlive(void);
virtual bool move(float x, float y);
protected:
DrawEngine *drawArea;
vector pos;
int spriteIndex;
int numLives;
int classID;
vector facingDirection;
void draw(float x, float y);
void erase(float x, float y);
private:
};
#endif
The problem in this case appears to be that Sprite
is not recognized as a type. After a better look, the problem you have is that you define:
#ifndef GAME_H
#define GAME_H
//...
#endif
in both files. You do that in the .cpp file(or Game.h file.. first code snippet) and you also do it in the Sprite.h file. The problem is that at the time that the compiler goes to Sprite.h GAME_H is already defined and therefore, thanks to the #ifndef
routine it no longer compiles the Sprite.h file.
To fix it change in the Sprite.h file like so:
#ifndef SPRITE_H
#define SPRITE_H
//...
#endif
I'm guessing that this is from the compile of Sprite.cpp.
Sprite.cpp includes sprite.h, which includes game.h at the top. The latter include includes sprite.h again, which does nothing due to its inclusion guard or pragma once. That means, that at that point there is no known class called sprite - as in this compilation, it's below it.
Resulting code (after preprocessing, before compiling) would look like:
class Game { Sprite *... };
class Sprite { ... };
Sprite::func() {};
In essence, you can't fix this easily. You would need to make one of the headers not depend on the other being included first. You can do that by, every time you don't need the contents of the class, to forward declare it instead of including it.
class Game;
class Sprite {...};
and
class Sprite;
class Game { Sprite *...};
so if you do this and then compile sprite.cpp, the preprocessed output is going to look like
class Sprite;
class Game { Sprite *... };
class Sprite { ... };
Sprite::func() {};
which will work. The compiler doesn't need to know what Sprite is exactly at the time you declare a pointer to it. In fact, the only times you do need the full declaration is when:
And that's about it. There may be more but they won't be common cases and you shouldn't run into them that quickly. In any case, use a forward declaration first and if that really doesn't work, then include the header.
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