Game Development Patterns and Best Practices by John P. Doran
Author:John P. Doran
Language: eng
Format: epub, mobi
Tags: COM012040 - COMPUTERS / Programming / Games, COM051070 - COMPUTERS / Programming Languages / C++, COM051390 - COMPUTERS / Programming / Open Source
Publisher: Packt
Published: 2018-09-04T06:01:15+00:00
Cloning an object
We have seen a few examples of how M5Component derived classes use the Prototype pattern. We will look at a few more important ones a little later, but for now let's look at how the M5Object class uses these Clone methods, and how the M5Object itself is cloned. Recall that the M5Object also had a Clone method. Even though this class isn't part of a hierarchy, it can still use the concept of the Prototype pattern to create cloneable instances. Here is the Clone method of the M5Object:
//M5Object.h
class M5Object//Everything is the same as before
{
public:
M5Object* Clone(void) const;
};
//M5Object.cpp
M5Object* M5Object::Clone(void) const
{
//create new object
M5Object* pClone = new M5Object(m_type);
//copy the internal data
pClone->pos = pos;
pClone->vel = vel;
pClone->scale = scale;
pClone->rotation = rotation;
pClone->rotationVel = rotationVel;
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