实体继承Entity.lua变量,但不继承其方法

问题描述

我正在与敌人和玩家一起制作游戏,所有这些游戏都设置为具有各种动画和行为状态。两者的父类都是Entity.lua,它们从中继承变量和方法。但是,当敌人和玩家都继承变量时,由于某种原因,敌人不继承方法。因此,例如,如果我尝试调用snakey:changeState('search'),它会给我一个错误消息“试图调用方法'changeState'(nil值)”。

过去,我在多个游戏中使用相同的顺序来创建实体,但从未遇到过这个问题。实际上,如果我以与敌人相同的方式,文件和位置创建播放器,则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) 

我注意到该问题的地方是这两行代码。第一行给出并给出错误,第二行确实起作用,但由于这是一种解决方法,因此并不令人满意。

以下是Entity.lua的代码:为了简洁起见,我没有提供这些功能的详细信息,但是当玩家调用它们时,所有功能都可以正常工作。

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(简短)

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

也许是麻烦所在,一个敌人的剧本

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,因为该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Entity方法

添加类库

--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})

解决方法

事实证明,顺序很重要。在尝试创建最小的可复制代码时,我无法重现该错误。经过一番搜索(有些沮丧),我注意到在Dependencies.lua中,我需要在Entity.lua之前的敌人,但之后需要Player.lua。我会以为这没关系,因为所有内容都在第1帧导入到程序中,并且我在第1000帧之类的东西上创建实体,但是entities。无论如何,问题解决了!始终在孩子班级之前要求家长班级。 :)