Okay, I\'m writing a game that has a vector of a pairent class (enemy) that s going to be filled with children classes (goomba, koopa, boss1) and I need to make it so when I
You need to call the parent's update method before any processing by the descendant classes:
struct Base_Class
{
virtual void update(void)
{
cout << "Updating Base_Class.\n";
}
};
struct Goomba : public Base_Class
{
void update(void)
{
// Invoke the parent method first.
Base_Class::update();
// Perform Descendant operations
cout << "Updating Goomba\n";
}
};
Here is the implementation:
#include
using std::cout;
void Update_Player(Base_Class& b)
{
b.update();
return;
}
int main(void)
{
Goomba g;
g.update();
Goomba g2;
std::vector container;
container.push_back(&g);
container.push_back(&g2);
std::vector::iterator iter;
for (iter = container.begin();
iter != container.end();
++iter)
{
Update_Player(*(*iter));
}
return 0;
}