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Questions tagged [inheritance]

In OOP, this refers to a lower-level class using the definition for a higher-level class' methods or properties.

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I'm watching a tutorial on setting up a 3D player character in Godot, and at around 7:45, it shows CharacterBody3D as the root node. I'm wondering if this is ...
NobleAbsinthe's user avatar
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I am new to game development and I am learning Unreal Engine right now. When a player character APlayer wants to interact with other actors (such as ...
D G's user avatar
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First up, the name of the question is terrible and I am open to suggestions. For context: I'm still relatively new to C#/Unity and it's hard to ask questions properly when I don't know the terminology....
Disgusting's user avatar
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Context I am developing a game in gdnative and I would like to design it in several "modules", where there would be: a main module for the core gameplay, a second module that I defined as a ...
florianvazelle's user avatar
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Consider this structure: * KinematicBody2D (Actor) |_ AnimationPlayer (able to make a rotation of 360) Now I want to make a Player and an Enemy that inherits of ...
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I made a class AdvancedButton that inherits from the built-in class Button: ...
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I moved from C to C# so I am a novice in Object Oriented Programming. I wanted to implement OOP in my character movement, but it didn't work the way I expected. My character is instantiated when the ...
Gorlomi's user avatar
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I have a widget base class and I would like to reuse (logic and wigdets as well) it. I created an empty widget and set the parent class to the base class I would like to inherit from in the class ...
formatc2013's user avatar
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Bellow is my code. I have an abstract class and a inheriting class. This keeps giving me an NullReferenceException, on the ...
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It's me... Back again... with another Unreal problem... I have an Event in my Parent Class called ...
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I have three types of UI buttons that go on a cooldown bar: A traditional cooldown bar button where once the corresponding key is pressed, a timer shows over the button and dims the texture. A button ...
Thisisstackoverflow's user avatar
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Here are my 2 Classes ...
Sharpnel's user avatar
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I'm trying to create a class that holds the data for an an attack, called Attack. I also have special attacks that have more properties, and so I wanted to create a ...
Agent Tatsu's user avatar
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I have a simple code that will be enabled when I kick, so I disable it right away but even though it is disabled, it works somehow. can it be because of his parent or something else I dont know of? <...
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So I am creating a game with C++ and SDL. I have a "gameobject" header file and no cpp (I do not need it) the game object has 2 functions void render() & ...
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I want to use the same variable for five different child classes. It is basically a boolean that is true when a player purchases an item(represented by a child class) and false when the player is yet ...
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I have Block class which is the parent and StandardBlock the child , the prefab block have StandardBlock script attached to it, and according to my small knowledge in inheriting I though this would ...
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Summarised Problem: I have an Animation class that I want to be able to treat as a Texture2D field when need be. I do not ...
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I want to implement a damage system that works across both living items (Entity) and environment items (Environment). The key ...
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I have no idea why I'm getting this error except that it has to do with the includes. Base class header file: ...
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Im working on a little game-framework in c++. Currently i have a (base)class called "GameObject" from which all future in-game objects will derive from. Class enemy will be ...
Thomas Linssen's user avatar
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I'm writing a SpriteKit game in swift and making use of GameplayKit's entity-component system. There are many components that do different stuff but share the same methods in which they do it, so I ...
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I'm currently fiddling around with some RPG mechanics and I'm trying to implement a solid way to handle items that have different on use effects. Currently, I have a base class called "Item" that ...
Grant Upson's user avatar
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I'm trying to move beyond inheritance based design, but I've been doing it like that for 6 years. My current hurdle is this: What's the simplest( or proper) way to update all my objects? Before, ...
user117001's user avatar
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Say I have a GameObject class that is being extended by all of the objects in the game that are moving around. (This class provides basic stuff like a sprite, draw ...
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I built a simple scene that I instanciate at will. Simply a KinematicBody2D as root, containing a Sprite and a ...
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I am using 3 classes: EnemyBullet : MonoBehavior EnemyBulletType1 : EnemyBullet EnemyBullet Class: ...
Sudeep Kandregula's user avatar
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First off, please understand I am horrendously confused with how to do things in Unity. I might not even be asking the right questions, I'll pose my problem and hope it shows my gap in knowledge. For ...
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EntryPoint.cs ...
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Right now I'm finalizing my character raycast controller, but have come to the realization that Unity's tag system, which I'm using as a way for my raycasts to detect different types of platforms, is ...
Ginger and Lavender's user avatar
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I have the following: ...
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So, I cannot implicitly convert type object[] to UnityEngine.GameObject[]. But why? As far I know, are all types a inheritanced types of object. So, for my logic, I could put a GameObject array in a ...
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I encountered a problem where I want to make a Scriptable Object that derives from another class, but C# does not support multiple inheritance. Further, I do not think it would not make sense to make ...
reincarnationofstackexchange's user avatar
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everybody. I need to add animations to my game. And I have a question. I found AnimatedSprite class on SFML Github which is an inheritance, but in my project, I am using a lot of elements made with ...
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3 answers
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I have a bird entity that needs different update rules when it's moving or dying (among potentially other states). I want to avoid making my Update method a ...
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2 answers
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How can we combine inheritance-based polymorphism with spatial cache friendly data structures? In a simple game engine we usually have some base Entity class which is inherited from to implement the ...
Anonymous Entity's user avatar
3 votes
1 answer
261 views

I'm currently at the start of a project, and I'm following the wisdoms of my day-to-day career as a C# developer for large web applications. Currently I have set up a bunch of interfaces. Notable of ...
James T's user avatar
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I am currently working on a game based on SFML and written in C++. For the HUD of the game I have a HUD class with a lot of different variables and methods. Basically most of the variables have a set ...
Martin Sand's user avatar
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1 answer
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Interfaces are a feature of C# that I've never quite been able to see the purpose of. I see them used all the time in professional code, but for the life of me I can't work out the reasoning. My ...
Infergnome's user avatar
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1 answer
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I am trying to design different weapon behaviors. Right now, there are 3 different types of weapon behaviors that i would like to implement. When not pressing anything, weapon fires at a ...
user3772547's user avatar
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1 answer
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I am very new to C#, XNA, and OOP. This is my question: I have an abstract class called Sprite. Sprite handles position and drawing from the sprite sheets, from its update and draw methods, for my ...
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I have been working on a simple arcade shooter in Java in the vein of missile command/space invaders. I've made a base Projectile class and have been extending other Projectile types from it. This ...
user3772547's user avatar
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1 answer
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I have a base class that has a lot of classes inheriting from it, I want to make a script that you can drop one of these derived classes into. How do i do that? ...
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What happens if I extend a uclass (or UObject) without the UClass() macro? Will it still be a UClass() and managed by the garbage collector? I'm just curious. Update I managed to extend ...
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I'm currently making a Pokemon clone on Python just for the heck of it. After fiddling a bit with some GBA ROM editing tools, i've found out that on these games there are, among other things: Events ...
Dleep's user avatar
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1 answer
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What i want to do is make the Player class inherit the Sprite class. So I inherited it like this : class Player: public Sprite {}; But when I go to my Player....
BiiX's user avatar
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1 vote
1 answer
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[Context] I am developing a game in Unity, and wanted to make a Game Manager. Like many examples out there, it uses a Singletron design pattern. But i have several other Managers, all using Singletron ...
Romulo Rocha's user avatar
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2 answers
627 views

I am designing the game so the objects I create (Character, Enemy, Enemycast...) can inherit all from Collider SpineDrawable // Sprite // AnimatedSprite D2D // D3D Both D2D and D3D inherit from ...
freesoul's user avatar
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I'm having some issues with inheritance for one of my libGDX projects, I'm making a game similar to (very stripped down) Terraria or Starbound and I am using the TiledMap to load the world, ...
angusVen's user avatar
3 votes
2 answers
509 views

In a space game I'm writing in C++11, I have a class Spaceship. Now I want to create 3 more spaceship types, how should I do? Attack type: have a weapon ...
Unarelith's user avatar
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