![]() ![]() However, the returned name is not guaranteed to be the same across implementations. To detect the type in the map, you can either use a scoped enum as member within the Entity struct, or using the typeid operator, which returns an instance of std::type_info, with which you can get the name of the type. Using inheritance as you did, you can indeed insert in your aMap data structure instances of type Entity as well as instances whose the type derivates from Entity. It exemplifies the level of difficulty found in old-school games, while avoiding the frustrations that come with it. It is eloquent in its simplicity, yet challenging and varied enough to avoid the dreaded casual label. This way, the map matches what's expected by your efunc function. VVVVVV is one of the best 2D platformers to arise since the end of the 16-bit era. It's inefficient, but if you don't use efunc frequently it might be sufficient.Ĭhange the declaration of your std::map variable from : std::map> aMap The shared pointers will still refer to your original objects. Then whenever you need to call efunc, create a temporary std::map> containing a copy of the content of aMap and use it to call efunc. -VVVVVV-V-Īs commented below, myA can also be std::shared_ptr and still be stored in aMap: std::shared_ptr myA = std::make_shared(1, true) Īlternatively, if using efunc is quite rare, you can keep aMap as std::map>. This is OK because A is derived from Entity. In the code below myA which will be stored in the map is of type std::shared_ptr but is initialized with a shared pointer to an instance of class A. You can make aMap a std::map> and still hold shared pointers to instances of A. Update: Using templates seems to do the trick, this is what I'm using right now: template Ĭoncept inheritsEntity = std::derived_from Obviously simply passing the map this way is not allowed, but how can I make it work?Īs a bonus, how would I detect the type in the map so that I can execute code specific to that subclass? Std::shared_ptr myA = std::make_shared(1, true) Here is my minimal and simplified example: struct Entity The shows get a bit newer once Viridian turns off the stabilizer.I would like to have a function that accepts a std::map containing a (pointer to a) base class, but I can't get it to work. The rooms in the Final Level are named after old TV shows. This effect persists until the player exits the Naughty Corner. List of areas in Dimension VVVVVV Dimension VVVVVV DSS Souleye Space Station 1 The Laboratory The Tower Space Station 2 Warp Zone List of areas in The Polar Dimension The Polar Dimension contains three short levels, two of which are intermissions, and the last of which is the final level of the game. When the player walks into the Naughty Corner, Viridian will become sad. The upper left corner is called the Naughty Corner. One of the terminals in the Secret Lab explains that the Super Gravitron is not for educational purposes. However, this is only a peek at it, and to access it, you still have to gain all trinkets to enter. If the player goes to the area where Verdigris is located below the warp zone's warp token, the player will find a passage into the Secret Lab. Nobody knows why he is saddened by the elephant. This effect ceases a while after the player exits the room. If the players stays in this room long enough, Captain Viridian becomes sad. Following this into the facility will end in a sad elephant and a trinket to the left. Mammalian Expression Anisotropy and brightness standard Selectable markers. At the right of the Space Station, there is a crack. ![]()
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