Inheritance Lua对象不是唯一的
在尝试创建一个非常简单的类继承时,所有对象似乎共享相同的值 这是我的代码的简化:Inheritance Lua对象不是唯一的,inheritance,lua,lua-table,Inheritance,Lua,Lua Table,在尝试创建一个非常简单的类继承时,所有对象似乎共享相同的值 这是我的代码的简化: --Generic class Object = {} function Object:new (type,id,name) o = {} self.type = type or "none" self.id = id or 0 self.name = name or "noname" self.direction = "down" self.animations = {} self.
--Generic class
Object = {}
function Object:new (type,id,name)
o = {}
self.type = type or "none"
self.id = id or 0
self.name = name or "noname"
self.direction = "down"
self.animations = {}
self.animations.stack = {}
self.animations.idle = {}
self.animations.idle[self.direction] = {}
setmetatable(o, self)
self.__index = self
return o
end
function Object:draw(x,y)
local img = self.animations.idle["down"][0]
print("drawing " ..self.name.." as "..img)
end
function Object:setimg(img)
self.animations.idle["down"][0] = img
end
Player = Object:new()
-- Player class
function Player:new(id,name)
local o = self
o.id = id or 0
o.name = name or "noname"
o.collision = {}
o.collision.type = "player"
return o
end
function Player:move(x,y)
print("moving to ",x,y)
end
-- Testing
blockimg = "block.png"
grassimg = "grass.png"
plyrimg = "player.png"
block = Object:new("solid",1,"block")
block:setimg(blockimg)
grass = Object:new("floor",3,"grass")
grass:setimg(grassimg)
player = Player:new(1, "plyr1")
player:setimg(plyrimg)
block:draw() -- >drawing grass as player.png
grass:draw() -- >drawing grass as player.png
player:draw()-- >drawing plyr1 as player.png
由于上次调用的是player:setimg,因此所有“对象”都以plyrimg结尾,因此它们不是唯一的此函数在每次创建新对象实例时都在共享对象表上创建或覆盖属性
function Object:new (type,id,name)
o = {}
self.type = type or "none"
self.id = id or 0
self.name = name or "noname"
self.direction = "down"
self.animations = {}
self.animations.stack = {}
self.animations.idle = {}
self.animations.idle[self.direction] = {}
setmetatable(o, self)
self.__index = self
return o
end
如果希望每个新实例的属性是唯一的,则需要在每个新实例上创建这些属性。否则,Object:setimg
将查找索引链以查找动画
,并将图像放置在共享属性中
function Object:new (type,id,name)
local o = {}
-- ...
o.animations = {} -- Or in Player:new
-- ...
self.__index = self
return setmetatable(o, self)
end
如果不将self传递给构造函数,就可以避免很多问题。我通常这样定义类:
local class={x=0,y=0}
local _class={__index=Class}
-- I like prefixing metatables with _, but that's just a personal thing
class.new(x, y)
return setmetatable({x=x, y=y}, _class)
end
class:print() print(self.x, self.y) end
class.sub(sub) return getmetatable(sub)==_class end
这是假设类位于自己的文件或do
块中,以使局部变量对类及其闭包以外的任何对象隐藏
你可以在github上的lua文档中了解更多信息。该死,我真的不明白,那么在构造函数中初始化表是没有意义的吗?这不是没有意义的!你只需要注意你在“构造函数”中分配给哪个表——记住在
new
中,self
引用类而不是实例,当调用为Player:new
或Object:new
时。aaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh