实体继承 Entity.lua 个变量,但不继承其方法

Entities inheriting Entity.lua variables, but not its methods

我正在构建一个包含敌人和玩家的游戏,所有这些都设置为具有各种动画和行为状态。两者的父 class 都是 Entity.lua,它们从中继承变量和方法。然而,虽然敌人和玩家都在继承变量,但出于某种原因,敌人并没有继承这些方法。因此,例如,如果我尝试调用 snakey:changeState('search'),它会给我一条错误消息“尝试调用方法 'changeState'(零值)”。

我在过去的几个游戏中使用相同的顺序创建实体,但从未遇到过这个问题。事实上,如果我以与敌人相同的方式、文件和位置创建播放器,我不会收到任何错误消息。

这是我创建实体的代码。

local snakey
snakey = Snakey {
    platform = platform,
    player1 = self.player1,
    player2 = self.player2,
    stateMachine = StateMachine {
        ['search'] = function() return SnakeySearchState(snakey) end,
        ['chasing'] = function() return SnakeyChasingState(snakey) end,
        ['idle'] = function() return SnakeyIdleState(snakey) end
    }
}
-- snakey:changeState('search')
-- snakey.stateMachine:change('search', params)
table.insert(self.entities, snakey) 

这两行代码是我注意到问题的地方。第一行给出错误,第二行确实有效,但并不令人满意,因为它是一种变通方法。

下面是 Entity.lua 的代码:为简洁起见,我没有包含函数的详细信息,但是当玩家调用它们时,它们都可以正常工作。

Entity = Class{}

function Entity:init(def)
    -- position
    self.x = def.x
    self.y = def.y
    self.gravity = 6

    -- many more variables
  
end

function Entity:changeState(state, params)
    self.stateMachine:change(state)
end


function Entity:update(dt)
    self.stateMachine:update(dt)
end

function Entity:collides(entity)
    -- do something
end

function Entity:onDamage()
    -- do something
end

function Entity:render()
    - renders sprite
end

玩家代码(简要)

Player = Class{__includes = Entity}

function Player:init(def)
    Entity.init(self, def)
    -- more variables
end

function Player:update(dt)
    Entity.update(self, dt)
end

function Player:render()
    Entity.render(self)
end

也许是麻烦点,一对一敌人的剧本

Snakey = Class{__includes = Entity}

function Snakey:init(def)
    Entity.init(self, def)
    -- yet more variables
end

function Snakey:update(dt)
    Entity.update(self, dt)
 -- entity behavior (works fine, so omitted)
end

function Snakey:render()
    Entity.render(self)
end

非常感谢您的帮助。我感到非常沮丧,因为这个序列在过去一直有效,我真的很想知道为什么它不调用那些实体方法。

添加 class 库

--Copyright (c) 2010-2013 Matthias Richter

local function include_helper(to, from, seen)
    if from == nil then
        return to
    elseif type(from) ~= 'table' then
        return from
    elseif seen[from] then
        return seen[from]
    end

    seen[from] = to
    for k,v in pairs(from) do
        k = include_helper({}, k, seen) -- keys might also be tables
        if to[k] == nil then
            to[k] = include_helper({}, v, seen)
        end
    end
    return to
end

-- deeply copies `other' into `class'. keys in `other' that are already
-- defined in `class' are omitted
local function include(class, other)
    return include_helper(class, other, {})
end

-- returns a deep copy of `other'
local function clone(other)
    return setmetatable(include({}, other), getmetatable(other))
end

local function new(class)
    -- mixins
    class = class or {}  -- class can be nil
    local inc = class.__includes or {}
    if getmetatable(inc) then inc = {inc} end

    for _, other in ipairs(inc) do
        if type(other) == "string" then
            other = _G[other]
        end
        include(class, other)
    end

    -- class implementation
    class.__index = class
    class.init    = class.init    or class[1] or function() end
    class.include = class.include or include
    class.clone   = class.clone   or clone

    -- constructor call
    return setmetatable(class, {__call = function(c, ...)
        local o = setmetatable({}, c)
        o:init(...)
        return o
    end})
end

-- interface for cross class-system compatibility (see https://github.com/bartbes/Class-Commons).
if class_commons ~= false and not common then
    common = {}
    function common.class(name, prototype, parent)
        return new{__includes = {prototype, parent}}
    end
    function common.instance(class, ...)
        return class(...)
    end
end


-- the module
return setmetatable({new = new, include = include, clone = clone},
    {__call = function(_,...) return new(...) end})

事实证明顺序很重要。在尝试创建最小可重现代码时,我无法重现错误。经过一些搜索(有点沮丧),我注意到在 Dependencies.lua 中我需要在 Entity.lua 之前的敌人,但在 Player.lua 之后需要。我原以为这无关紧要,因为所有内容都在第 1 帧导入到程序中,而我在第 1000 帧之类的东西上创建实体,但是唉。总之,问题解决了!在 child 类 之前总是要求 parent 类 ... 吸取教训。 :)