On Sunday, May 24, 2020 12:38:46 AM MDT Tim via Digitalmars-d-learn wrote:
> Oh right. I mean it makes sense but I got confused when super()
> is valid syntax. Why would you need to call the super constructor
> when it's called automatically?
1. If you wanted to run any code before calling the bas
On Sunday, 24 May 2020 at 06:38:46 UTC, Tim wrote:
Oh right. I mean it makes sense but I got confused when super()
is valid syntax. Why would you need to call the super
constructor when it's called automatically?
A base class with a constructor that has no args will
automatically get called a
On Sunday, 24 May 2020 at 00:51:17 UTC, Jonathan M Davis wrote:
On Saturday, May 23, 2020 4:43:04 PM MDT Tim via
Digitalmars-d-learn wrote:
It is but I want to make sure for other cases in the future
where I create a new class that inherits from GameObject. This
was I can avoid future bugs by e
On Saturday, May 23, 2020 4:43:04 PM MDT Tim via Digitalmars-d-learn wrote:
> It is but I want to make sure for other cases in the future where
> I create a new class that inherits from GameObject. This was I
> can avoid future bugs by ensure that all classes in the future
> that inherit from GameO
On Saturday, 23 May 2020 at 22:15:49 UTC, Ali Çehreli wrote:
Is it not already called? I tried the following and it seems to
work:
import std.stdio;
GameObject[1] world;
enum layer = 0;
/// Base class of most objects in the game
class GameObject{
this(){
world[layer] = this;
writeln
On 5/23/20 3:04 PM, Tim wrote:
I have a base class GameObject:
/// Base class of most objects in the game
class GameObject{
this(){
world[layer] = this;
}
abstract void update(){}
void draw(){}
}
I want to make sure that whenever a class inherits from this, the ba