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
Polymorphism only works on pointers and references. If you assign a B to an A, it becomes an A and you lose all B-specific information, including method overrides. This is called "slicing"; the B parts are "sliced" off the object when it is assigned to an object of a parent class.
On the other hand, if you assign a B* to an A*, it looks like an A*, but is still really pointing to a B, and so the B-specific information remains, and B's virtual overrides will be used.
Try:
int main(){
A* ab = new B();
ab->print();
delete ab;
while(true){}
}
The same also applies to assigning a B to an A& (reference-to-A), e.g.
int main(){
B b;
A& ab = b;
ab.print();
while(true){}
}
Your virtual keyword is correctly placed, you need to use pointers or references though.
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 <iostream>
using std::cout;
void Update_Player(Base_Class& b)
{
b.update();
return;
}
int main(void)
{
Goomba g;
g.update();
Goomba g2;
std::vector<Base_Class *> container;
container.push_back(&g);
container.push_back(&g2);
std::vector<Goomba>::iterator iter;
for (iter = container.begin();
iter != container.end();
++iter)
{
Update_Player(*(*iter));
}
return 0;
}