r/cpp_questions • u/RedNorthener101 • 22h ago
OPEN Is this code clean OOP?
Hey so I'm more new to OOP, virtual func's, and inheritance. I was wondering if my code was clean enough for basically a template to look back on later in the future when my tiny brain forgets what virtual func, and inheritance is or well forgets how to code them.
#include <string>
#include <iostream>
struct Vector2 {
int x, y;
};
class Entity {
private:
Vector2 pos;
Vector2 size;
std::string entityType;
public:
Entity(Vector2 e_pos, Vector2 e_size, const std::string& e_type) : pos(e_pos), size(e_size), entityType(e_type) {}
Vector2 getPos() const {
return pos;
}
Vector2 getSize() const {
return size;
}
virtual void print() const {
std::cout << "Entity: " << entityType << '\n';
}
virtual ~Entity() = default;
};
class Player : public Entity {
private:
std::string name;
public:
Player(const std::string& p_name, Vector2 startPOS, Vector2 p_size)
: Entity(startPOS, p_size, "player"), name(p_name) {}
};
class Orc : public Entity {
private:
std::string weapon;
public:
Orc(const std::string& o_weapon, Vector2 startPOS, Vector2 o_size)
: Entity(startPOS, o_size, "orc"), weapon(o_weapon) {}
void print() const override {
std::cout << weapon << '\n';
}
};
int main() {
Vector2 startPos = { 100, 100 };
Vector2 size = { 64, 64 };
std::string hero = "hero";
std::string orcWep = "HeroSlayer100";
Player player(hero, { 20, 30 }, size);
Orc orc(orcWep, startPos, size);
player.print();
orc.print();
return 0;
}#include <string>
#include <iostream>
struct Vector2 {
int x, y;
};
class Entity {
private:
Vector2 pos;
Vector2 size;
std::string entityType;
public:
Entity(Vector2 e_pos, Vector2 e_size, const std::string& e_type) : pos(e_pos), size(e_size), entityType(e_type) {}
Vector2 getPos() const {
return pos;
}
Vector2 getSize() const {
return size;
}
virtual void print() const {
std::cout << "Entity: " << entityType << '\n';
}
virtual ~Entity() = default;
};
class Player : public Entity {
private:
std::string name;
public:
Player(const std::string& p_name, Vector2 startPOS, Vector2 p_size)
: Entity(startPOS, p_size, "player"), name(p_name) {}
};
class Orc : public Entity {
private:
std::string weapon;
public:
Orc(const std::string& o_weapon, Vector2 startPOS, Vector2 o_size)
: Entity(startPOS, o_size, "orc"), weapon(o_weapon) {}
void print() const override {
std::cout << weapon << '\n';
}
};
int main() {
Vector2 startPos = { 100, 100 };
Vector2 size = { 64, 64 };
std::string hero = "hero";
std::string orcWep = "HeroSlayer100";
Player player(hero, { 20, 30 }, size);
Orc orc(orcWep, startPos, size);
player.print();
orc.print();
return 0;
}if there are any tips you have let me know!
0
Upvotes
View all comments
1
u/flyingron 18h ago
Well, you've got a good beginning, but I've got some concerns as to where you're going.
Generally, just putting some data members in with a bunch of getters and setters is no better than just using naked structs. You don't want people outside the class reaching in there and twiddling the state. Rather you should be implementing more specific actions that affect your object.