C++ C+的叮当链接错误+;静态类:未定义的符号

C++ C+的叮当链接错误+;静态类:未定义的符号,c++,xcode,linker,sfml,C++,Xcode,Linker,Sfml,我有一个静态类,用于我的状态驱动游戏,在使用XCODE编译时,我遇到以下链接器错误: Undefined symbols for architecture x86_64: "Game::_gameState", referenced from: Game::Start() in Game.o Game::IsExiting() in Game.o Game::GameLoop() in Game.o "Game::_mainWindow", refer

我有一个静态类,用于我的状态驱动游戏,在使用XCODE编译时,我遇到以下链接器错误:

Undefined symbols for architecture x86_64:
  "Game::_gameState", referenced from:
      Game::Start() in Game.o
      Game::IsExiting() in Game.o
      Game::GameLoop() in Game.o
  "Game::_mainWindow", referenced from:
      Game::Start() in Game.o
      Game::GameLoop() in Game.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
我对C++的理解很有限,每当我尝试使用它时,我总是发现自己遇到了怪异的怪癖。我不确定如何定义这些符号并将其保持为静态类。我试图在类定义之外定义它们,但运气不佳,我做错了什么

以下是消息来源:

Game.hpp

#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>

class Game
{
public:
    static void Start();

    static bool IsExiting();
    static void GameLoop();

    enum GameState { Uninitialized, ShowingSplash, 
               Paused, ShowingMenu, Playing, Exiting };

    static GameState _gameState;
    static sf::RenderWindow _mainWindow;
};

您需要在
声明之外定义
静态
成员:

在Game.cpp中:
有了所有这些
public
static
方法,也许
Game
不应该是
,而应该是
命名空间

我想知道一个所有成员都是静态和公共的类有什么意义。如果这是您想要的,那么只需编写全局函数和全局变量。你甚至可以把游戏变成一个名称空间。我在实验中删除了private子句,试图让它工作。但我把它放回去了。
#include "Game.hpp"

void Game::Start()
{
    if(_gameState != Uninitialized)
        return;

    _mainWindow.create(sf::VideoMode(1024, 768, 32), "This game!");
    _mainWindow.setVerticalSyncEnabled(true);
    _gameState = Playing;

    while(!IsExiting())
    {
        GameLoop();
    }

    _mainWindow.close();
}

bool Game::IsExiting()
{
    if(_gameState == Exiting)
        return true;
    else
        return false;
}

void Game::GameLoop()
{
    sf::Event currentEvent;
    while(_mainWindow.pollEvent(currentEvent))
    {
        switch(_gameState)
        {
            case Playing:
            {
                _mainWindow.clear(sf::Color::Black);
                _mainWindow.display();

                if(currentEvent.type == sf::Event::Closed)
                {
                    _gameState = Game::Exiting;
                }
                break;
            }
        }
    }
}
Game::GameState Game::_gameState;
sf::RenderWindow Game::_mainWindow;