Unreal Engine 4.9: Spawning Pawn at checkpoint location - c++

I am working with Unreal Engine 4.9 and I am creating a rolling ball game using mostly C++, I am avoiding using Blueprints.
What I am trying to do is put in place some checkpoints where the player can spawn if they fall off the map (aka. they die).
I have an actor which is the box that represents the checkpoint and a pawn which represents the rolling ball.
So far, I was able to put in place an overlap function so that when the ball overlaps with the box (BoxActor.cpp), it prints out the location of the box and a debug message coming from the pawn (TestBallBall.cpp).
For BoxActor.cpp, this is the code I have so far:
#include "BoxActor.h"
#include "Components/BoxComponent.h"
#include "Engine/Engine.h"
#include "EngineGlobals.h"
#include "Engine.h"
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
// Sets default values
ABoxActor::ABoxActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
CollisionBox = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxComponent"));
CollisionBox->SetBoxExtent(FVector(32.f, 32.f, 32.f));
CollisionBox->SetCollisionProfileName("Trigger");
RootComponent = CollisionBox;
CollisionBox->OnComponentBeginOverlap.AddDynamic(this, &ABoxActor::OnOverlapBegin);
CollisionBox->OnComponentEndOverlap.AddDynamic(this, &ABoxActor::OnOverlapEnd);
}
// Called when the game starts or when spawned
void ABoxActor::BeginPlay()
{
Super::BeginPlay();
Ball = Cast<ATestBallBall>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
}
void ABoxActor::OnOverlapBegin(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
Ball->AddDebugMessage();
Location = this->GetActorLocation();
GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Red, FString::Printf(TEXT("Checkpoint location is: %s"), *Location.ToString()));
}
void ABoxActor::OnOverlapEnd(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
}
For my TestBallBall.cpp, this is what I have so far:
#include "TestBallBall.h"
#include "Engine/Engine.h"
#include "EngineGlobals.h"
#include "Engine.h"
ATestBallBall::ATestBallBall()
{
static ConstructorHelpers::FObjectFinder<UStaticMesh> BallMesh(TEXT("/Game/Rolling/Meshes/BallMesh.BallMesh"));
// Create mesh component for the ball
Ball = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Ball0"));
Ball->SetStaticMesh(BallMesh.Object);
Ball->BodyInstance.SetCollisionProfileName(UCollisionProfile::PhysicsActor_ProfileName);
Ball->SetSimulatePhysics(true);
Ball->SetAngularDamping(0.1f);
Ball->SetLinearDamping(0.01f);
Ball->BodyInstance.MassScale = 3.5f;
Ball->BodyInstance.MaxAngularVelocity = 800.0f;
Ball->SetNotifyRigidBodyCollision(true);
RootComponent = Ball;
// Create a camera boom attached to the root (ball)
SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm0"));
SpringArm->AttachTo(RootComponent);
SpringArm->bDoCollisionTest = false;
SpringArm->bAbsoluteRotation = true; // Rotation of the ball should not affect rotation of boom
SpringArm->RelativeRotation = FRotator(-45.f, 0.f, 0.f);
SpringArm->TargetArmLength = 1200.f;
SpringArm->bEnableCameraLag = false;
SpringArm->CameraLagSpeed = 3.f;
// Create a camera and attach to boom
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera0"));
Camera->AttachTo(SpringArm, USpringArmComponent::SocketName);
Camera->bUsePawnControlRotation = false; // We don't want the controller rotating the camera
// Set up forces
RollTorque = 30000000.0f;
JumpImpulse = 500000.0f;
bCanJump = true; // Start being able to jump
jumps = 0;
}
void ATestBallBall::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
// set up gameplay key bindings
InputComponent->BindAxis("MoveRight", this, &ATestBallBall::MoveRight);
InputComponent->BindAxis("MoveForward", this, &ATestBallBall::MoveForward);
InputComponent->BindAction("Jump", IE_Pressed, this, &ATestBallBall::Jump);
}
void ATestBallBall::MoveRight(float Val)
{
const FVector Torque = FVector(-1.f * Val * RollTorque, 0.f, 0.f);
Ball->AddTorque(Torque);
}
void ATestBallBall::MoveForward(float Val)
{
const FVector Torque = FVector(0.f, Val * RollTorque, 0.f);
Ball->AddTorque(Torque);
}
void ATestBallBall::Jump()
{
// Allow only 2 jumps
if(bCanJump)
{
if (jumps < 2){
const FVector Impulse = FVector(0.f, 0.f, JumpImpulse);
Ball->AddImpulse(Impulse);
jumps++;
}
else
bCanJump = false;
}
}
void ATestBallBall::NotifyHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit)
{
Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);
bCanJump = true;
jumps = 0;
}
void ATestBallBall::AddDebugMessage()
{
UE_LOG(LogActor, Warning, TEXT("AddDebugMessage Function On ATestBallBall Called"));
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, "AddDebugMessage Function On ATestBallBall Called");
}
Thank you in advance for your help and sorry for the long post.

Related

How to use OnActorBeginOverlap in UE4 C++

I'm working on a small game in UE4 and hit a small issue.
So far, I've got the player dealing damage to enemies (via raycast/line trace) all in C++. Now I'm trying to make the enemy cause damage to the player when their collision boxes overlap.
The player uses the TakeDamage() function as does the enemy to deal damage to each other.
Currently, the enemy does deal damage to the player with this Blueprint setup when both of the collisons overlap.
I'm trying to translate this into C++.
I have been looking at many websites which say to use either OnActorBeginOverlap() or OnComponentBeginOverlap() with the AddDynamic() function. However, when trying to call OnActorBeginOverlap() it doesn't appear when I do BoxCollider-> but OnComponentBeginOverlap() does, but does not have the AddDynamic() function. From what I understand, AddDynamic is a macro which I'm not too familiar with. OnActorBeginOverlap() does appear without the BoxCollider->. Both objects are Actors.
Any ideas?
Code Example:
BasicZombie.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/BoxComponent.h"
#include "BasicZombie.generated.h"
UCLASS()
class MERCENARIES_API ABasicZombie : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABasicZombie();
void Destroy();
UPROPERTY(EditAnywhere)
UBoxComponent* BoxCollider;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual float TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser) override;
private:
UPROPERTY(EditDefaultsOnly)
float maxHealth = 100.0f;
UPROPERTY(VisibleAnywhere)
float health;
void DealDamage();
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
BasicZombie.cpp
#include "BasicZombie.h"
#include "MainCharacter.h"
#include "GameFramework/Actor.h"
#include "DrawDebugHelpers.h"
#include "Engine/Engine.h"
// Sets default values
ABasicZombie::ABasicZombie()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
BoxCollider = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxCollider"));
BoxCollider->OnComponentBeginOverlap.AddDynamic(this, &AMainCharacter::OnCollision);
health = maxHealth;
}
// Called when the game starts or when spawned
void ABasicZombie::BeginPlay()
{
Super::BeginPlay();
}
float ABasicZombie::TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser)
{
float DamageToApply = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
DamageToApply = FMath::Min(health, DamageToApply);
health -= DamageToApply;
UE_LOG(LogTemp, Warning, (TEXT("Health Remaining: %f")), health);
//GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red, FString::Printf(TEXT("Health Remaining: %f"), health));
Destroy();
return DamageToApply;
}
//void ABasicZombie::DealDamage()
//{
//
//}
void ABasicZombie::Destroy()
{
if (health <= 0)
{
UWorld* WorldRef = GetWorld();
AMainCharacter* mainCharacter = Cast<AMainCharacter>(WorldRef->GetFirstPlayerController()->GetCharacter());
mainCharacter->currentScore += 500;
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Green, FString::Printf(TEXT("Score: %i"), mainCharacter->currentScore));
AActor::Destroy();
}
}
// Called every frame
void ABasicZombie::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
MainCharacter.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/PlayerController.h"
#include "MainCharacter.generated.h"
class AHandgun;
UCLASS()
class MERCENARIES_API AMainCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AMainCharacter();
void OnCollision(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& Hit);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual float TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser) override;
private:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<AHandgun> HandgunClass;
UPROPERTY()
AHandgun* Handgun;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
//Handles Input for moving FORWARD and BACK
UFUNCTION()
void MoveForward(float value);
//Handles input for moving RIGHT and LEFT
UFUNCTION()
void MoveRight(float value);
UFUNCTION()
void Shoot();
UFUNCTION()
void printHealth();
//FPS camera
UPROPERTY(VisibleAnywhere)
UCameraComponent* MainCharacterCameraComponent;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
FVector MuzzleOffset;
UPROPERTY()
int32 playerScore;
UPROPERTY()
int32 currentScore;
UPROPERTY()
float maxHealth = 1000.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float currentHealth;
};
MainCharacter.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "MainCharacter.h"
#include "Engine/Engine.h"
#include "GameFramework/Actor.h"
#include "Handgun.h"
#include "GameFramework/Character.h"
#include "Components/SkeletalMeshComponent.h"
// Sets default values
AMainCharacter::AMainCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
//Create a first person camera component
MainCharacterCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
check(MainCharacterCameraComponent != nullptr);
//Attach the camera component to our capsule component
MainCharacterCameraComponent->SetupAttachment(CastChecked<USceneComponent, UCapsuleComponent>(GetCapsuleComponent()));
//Position the camera slightly above the eyes
MainCharacterCameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight));
//Enable the pawn to control camera rotation
MainCharacterCameraComponent->bUsePawnControlRotation = true;
currentHealth = maxHealth;
playerScore = currentScore;
}
// Called when the game starts or when spawned
void AMainCharacter::BeginPlay()
{
Super::BeginPlay();
check(GEngine != nullptr);
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("[MainCharacter DEBUG] - MainCharacter in use."));
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Green, FString::Printf(TEXT("[MainCharacter DEBUG] - Current Score: %f"), playerScore));
Handgun = GetWorld()->SpawnActor<AHandgun>(HandgunClass);
Handgun->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform, TEXT("WeaponSocket"));
Handgun->SetOwner(this);
}
// Called every frame
void AMainCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
//printHealth();
}
// Called to bind functionality to input
void AMainCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
//Set up movement bindings.
PlayerInputComponent->BindAxis("MoveForward", this, &AMainCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AMainCharacter::MoveRight);
//Set up Look Bindings
PlayerInputComponent->BindAxis("Turn", this, &AMainCharacter::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &AMainCharacter::AddControllerPitchInput);
//Setup Weapon Shooting
PlayerInputComponent->BindAction(TEXT("Fire"), EInputEvent::IE_Pressed, this, &AMainCharacter::Shoot);
PlayerInputComponent->BindAction(TEXT("printHealth"), EInputEvent::IE_Pressed, this, &AMainCharacter::printHealth);
}
void AMainCharacter::Shoot()
{
Handgun->Shoot();
}
void AMainCharacter::printHealth()
{
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Green, FString::Printf(TEXT("[MainCharacter DEBUG] - Current Health: %f"), currentHealth));
}
float AMainCharacter::TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser)
{
float DamageToApply = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
DamageToApply = FMath::Min(currentHealth, DamageToApply);
currentHealth -= DamageToApply;
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red, FString::Printf(TEXT("Health Remaining: %f"), currentHealth));
if (currentHealth <= 0)
{
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red, TEXT("You're Dead!"));
}
return DamageAmount;
}
void AMainCharacter::MoveForward(float value)
{
//Find out which way is "forward" and reocrd that the player wants to move that way
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::X);
AddMovementInput(Direction, value);
}
void AMainCharacter::MoveRight(float value)
{
//Find out which way is "right" and record that the player wants to move that way
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::Y);
AddMovementInput(Direction, value);
}
However, the BoxCollider->OnComponentBeginOverlap.AddDynamic(this, &AMainCharacter::OnCollision); in BasicZombie.cpp has a red line under AddDynamic.
I am in a Discord Server for UE4 development, but I haven't had much luck getting any help from there.
Can I see your C++ code? Are you calling AddDynamic from the UBoxComponent?
Try this
UPROPERTY(EditAnywhere)
UBoxComponent* BoxCollider = nullptr;
BoxCollider = GetOwner()->FindComponentByClass<UBoxComponent>();
BoxCollider->OnComponentBeginOverlap.AddDynamic(this, &YourActor::OnCollision);
Use this as your OnCollision signature
void OnCollision(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& Hit);
Also when I was learning unreal engine I dealt with a lot of pitfalls. Try to find a community of unreal engine developers and learn with them.

UE4: Actor disappears after play is hit

I am using Unreal Engine version 4.25. I have created an actor and placed it on a blank template. The actor is visible in the editor but becomes invisible once the play button is hit. I am trying to move the object in circles with my code.
Here's the code:
MyActor.cpp
#include "MyActor.h"
// Sets default values
AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Dimensions = FVector(10, 0, 0);
AxisVector = FVector(1, 0, 0);
Location = FVector(1, 0, 0);
Multiplier = 50.f;
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Updates the angle of the object
AngleAxis += DeltaTime * Multiplier;
if (AngleAxis >= 360.0f)
{
AngleAxis = 0;
}
//Rotates around axis
FVector RotateValue = Dimensions.RotateAngleAxis(AngleAxis, AxisVector);
Location.X += RotateValue.X;
Location.Y += RotateValue.Y;
Location.Z += RotateValue.Z;
SetActorLocation(Location, false, 0, ETeleportType::None);
}
MyActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class ROBOTEURS_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// declare our float variables
UPROPERTY(EditAnywhere, Category = Movement)
float AngleAxis;
UPROPERTY(EditAnywhere, Category = Movement)
FVector Dimensions;
UPROPERTY(EditAnywhere, Category = Movement)
FVector AxisVector;
UPROPERTY(EditAnywhere, Category = Movement)
FVector Location;
UPROPERTY(EditAnywhere, Category = Movement)
float Multiplier;
};
What could have gone wrong?
This fixed it, I did not create a mesh:
https://www.youtube.com/watch?v=30XEdBoPw6c
I added the following:
.cpp
AMyActor::AMyActor()
{
...
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
RootComponent = Root;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
Mesh->AttachTo(Root);
...
}
.h
public:
...
UPROPERTY()
USceneComponent* Root;
UPROPERTY(EditAnywhere)
UStaticMeshComponent* Mesh;
...

SFML: Projectile stops

I am very new to SFML and C++. My problem is that I successfully fire projectiles towards the mouse. However as I move the mouse the projectiles also move.
EDIT:
Okay I solved my previous problem. However the projectile stops while it reaches the mouse position. How can the bullets continue to go further than its destination?
Code:
if (isFiring == true) {
sf::Vector2f startPos = sf::Vector2f(myPipe.getX(), myPipe.getY());
sf::Vector2i mousePos = sf::Mouse::getPosition(window);
sf::Vector2f endPos = sf::Vector2f(mousePos.x, mousePos.y);
double projSpeed{0.3};
//float projSpeed = projSpeed * (myPipe.getY() - mousePos.y) / 100;
Projectile newProjectile(20, startPos, endPos, projSpeed);
projVec.push_back(newProjectile);
isFiring = false;
}
for (int i = 0; i < projVec.size(); i++) {
projVec[i].fire(delta.asMilliseconds());
projVec[i].draw(window);
clock.restart();
}
fire function:
void fire( float delta) {
sf::Vector2f pos = projectile.getPosition();
float veloX = (_end.x - pos.x);
float veloY = (_end.y - pos.y);
float distance = sqrt((veloX*veloX + veloY * veloY));
float dx = veloX / distance;
float dy = veloY / distance;
projectile.move(dx * delta, dy * delta);
}
One more question, am I doing it correct with multiplying with delta? The bullets are really laggy and weird.
(Original reply:)
I don't have enough reputation to comment so I'll have to put it here...
So if I understand correctly you're saying you want to shoot the projectiles towards the mouse's position but don't want them to follow its position once fired? In this case:
I see you have the code to draw the projectiles inside that for-loop, which leads me to believe you are calling the loop continuously. But the same loop also contains the code used to shoot the projectiles, which means that you are also continuously calling this "fire" code. So you are steering the projectiles towards the current mouse position in every loop iteration which means they will always follow the current mouse position.
What you should be doing is move the code to shoot the projectiles and only call it once (you can only shoot a projectile once, right?) so a projectile's directional vector is not constantly altered, resulting in the problem you stated.
And make sure to always separate logic and rendering. Ideally you should be updating the physics (for example the projectile updating) at a fixed interval so that the game will run the same on all machines, and draw all your stuff separately.
If you do want the projectiles to always follow the mouse, you can use this (semi pseudo) code (I'm using this code in one of my games):
sf::Vector2f normalizedVector = normalize(mousePos - projectilePos);
normalizedVector.x *= speed * deltaTime;
normalizedVector.y *= speed * deltaTime;
projectile.move(normalizedVector);
(Edit:)
I made a quick example project that works. This doesn't use all of your code but hopefully gives you an idea how it can be done.
Here's a short video that shows what the code below does: https://webmshare.com/play/jQqvd
main.cpp
#include <SFML/Graphics.hpp>
#include "projectile.h"
int main() {
const sf::FloatRect viewRect(0.0f, 0.0f, 800.0f, 600.0f);
sf::RenderWindow window(sf::VideoMode(viewRect.width, viewRect.height), "Test");
window.setFramerateLimit(120);
window.setVerticalSyncEnabled(false);
window.setKeyRepeatEnabled(false);
sf::Clock deltaClock;
const sf::Time timePerFrame = sf::seconds(1.0f / 60.0f);
sf::Time timeSinceLastUpdate = sf::Time::Zero;
std::vector<Projectile> projectiles;
while (window.isOpen()) {
timeSinceLastUpdate += deltaClock.restart();
// process events
{
sf::Event evt;
while (window.pollEvent(evt)) {
switch (evt.type) {
case sf::Event::Closed: { window.close(); } break;
// shoot with left mouse button
case sf::Event::MouseButtonPressed: { switch (evt.mouseButton.button) { case sf::Mouse::Button::Left: {
const sf::Vector2f center(viewRect.left + viewRect.width / 2, viewRect.top + viewRect.height / 2);
const sf::Vector2f mousePos(window.mapPixelToCoords(sf::Mouse::getPosition(window)));
const float angle = atan2(mousePos.y - center.y, mousePos.x - center.x);
projectiles.push_back(Projectile(center, angle));
} break; default: {} break; } } break;
default: {} break;
}
}
}
// update
{
while (timeSinceLastUpdate > timePerFrame) {
timeSinceLastUpdate -= timePerFrame;
// update projectiles
{
for (std::size_t i = 0; i < projectiles.size(); ++i) {
Projectile &proj = projectiles[i];
proj.update(timePerFrame);
if (!viewRect.intersects(proj.getBoundingBox())) { proj.destroy(); }
}
projectiles.erase(std::remove_if(projectiles.begin(), projectiles.end(), [](Projectile const &p) { return p.getCanBeRemoved(); }), projectiles.end());
}
}
}
// render
{
window.clear();
for (std::size_t i = 0; i < projectiles.size(); ++i) {
window.draw(projectiles[i]);
}
window.display();
}
}
return EXIT_SUCCESS;
}
projectile.h:
#ifndef PROJECTILE_H_INCLUDED
#define PROJECTILE_H_INCLUDED
#include <SFML/Graphics.hpp>
class Projectile : public sf::Drawable {
public:
Projectile();
Projectile(const sf::Vector2f pos, const float angle);
virtual ~Projectile();
const bool &getCanBeRemoved() const;
const sf::FloatRect &getBoundingBox() const;
void destroy();
void update(const sf::Time dt);
private:
virtual void draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const;
bool canBeRemoved_;
sf::FloatRect boundingBox_;
float angle_;
float speed_;
sf::RectangleShape shape_;
};
#endif
projectile.cpp:
#include "projectile.h"
Projectile::Projectile() :
canBeRemoved_(true),
boundingBox_(sf::FloatRect()),
angle_(0.0f),
speed_(0.0f)
{
}
Projectile::Projectile(const sf::Vector2f pos, const float angle) {
canBeRemoved_ = false;
boundingBox_ = sf::FloatRect(pos, sf::Vector2f(10.0f, 10.0f));
angle_ = angle;
speed_ = 0.5f;
shape_.setPosition(sf::Vector2f(boundingBox_.left, boundingBox_.top));
shape_.setSize(sf::Vector2f(boundingBox_.width, boundingBox_.height));
shape_.setFillColor(sf::Color(255, 255, 255));
}
Projectile::~Projectile() {
}
const bool &Projectile::getCanBeRemoved() const {
return canBeRemoved_;
}
const sf::FloatRect &Projectile::getBoundingBox() const {
return boundingBox_;
}
void Projectile::destroy() {
canBeRemoved_ = true;
}
void Projectile::update(const sf::Time dt) {
boundingBox_.left += static_cast<float>(std::cos(angle_) * speed_ * dt.asMilliseconds());
boundingBox_.top += static_cast<float>(std::sin(angle_) * speed_ * dt.asMilliseconds());
shape_.setPosition(boundingBox_.left, boundingBox_.top);
}
void Projectile::draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const {
renderTarget.draw(shape_);
}

C++ Polymorphism with Lists issue

First of all thank you for your time and apologize for the long of this post but i couldn't find any other way to make it shorter and also for me english! if you don't understand something, just ask ^^. Hope you can find the error because is driving me crazy.
I'm currently learning DirectX 11 and i'm making This Little Game from this website but applying OOP and DirectX 11 instead of 9 just taking certain things from that project.
Ok, now that you have a little context here is the problem.
I made an abstract class called GameObject which encapsulates all the functionalities concerning to rendering, like storing the image(s), animation, transition between frames, etc. This GameObject class is used to define every other object that will interact in my game.
GameObject Class
////////////////////////////////////////////////////////////////////////////////
// Filename: GameObject.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _GAME_OBJECT_H_
#define _GAME_OBJECT_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "Sprite.h"
#include "InputHandler.h"
#include "Timer.h"
class GameObject
{
public:
GameObject();
GameObject(const GameObject& other);
~GameObject();
virtual bool Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen) = 0;
bool Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen, WCHAR* spriteFileName, Bitmap::DimensionType bitmap, Bitmap::DimensionType sprite, int numberOfFramesAcross, int initialFrame, bool useTimer);
virtual void Shutdown();
virtual bool Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX wordMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix);
void Move();
void Move(const D3DXVECTOR2 vector);
virtual void Frame(const InputHandler::ControlsType& controls);
void SortFrameArray(const int* framesOrder, int size);
void SetPosition(const POINT& position);
const POINT GetPosition();
void SetVelocity(const D3DXVECTOR2& velocity);
const D3DXVECTOR2 GetVelocity();
void SetStatus(const bool status);
bool GetStatus();
float GetMovementDelayTime();
void ResetMovementDelayTime();
float GetAnimationDelayTime();
void ResetAnimationDelayTime();
//Both of this objects i think i'll remove them from this class. I don't think they belong here.
ID3D11Device* GetDevice();
HWND GetHWND();
Sprite* GetSprite();
protected:
ID3D11Device* m_device;
HWND m_hwnd;
Sprite* m_Sprite;
Timer* m_Timer;
POINT m_position;
D3DXVECTOR2 m_velocity;
bool m_active;
float m_movementDelay;
float m_animationDelay;
};
#endif
Cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: GameObject.cpp
////////////////////////////////////////////////////////////////////////////////
#include "GameObject.h"
GameObject::GameObject()
{
this->m_Sprite = nullptr;
this->m_Timer = nullptr;
this->m_movementDelay = 0.0f;
this->m_animationDelay = 0.0f;
}
GameObject::GameObject(const GameObject& other)
{
}
GameObject::~GameObject()
{
}
bool GameObject::Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen, WCHAR* spriteFileName, Bitmap::DimensionType bitmap, Bitmap::DimensionType sprite, int numberOfFramesAcross, int initialFrame, bool useTimer)
{
bool result;
this->m_device = device;
this->m_hwnd = hwnd;
this->m_Sprite = new Sprite();
if (!this->m_Sprite)
{
return false;
}
result = this->m_Sprite->Initialize(device, hwnd, screen, spriteFileName, bitmap, sprite, numberOfFramesAcross, initialFrame);
if (!result)
{
return false;
}
if (useTimer)
{
this->m_Timer = new Timer();
if (!this->m_Timer)
{
return false;
}
result = this->m_Timer->Initialize();
if (!result)
{
return false;
}
}
return true;
}
void GameObject::Shutdown()
{
SAFE_SHUTDOWN(this->m_Sprite);
SAFE_DELETE(this->m_Timer);
}
bool GameObject::Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX wordMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix)
{
return this->m_Sprite->Render(deviceContext, this->m_position, wordMatrix, viewMatrix, projectionMatrix);
}
void GameObject::Move()
{
this->m_position.x += this->m_velocity.x;
this->m_position.y += this->m_velocity.y;
}
void GameObject::Move(const D3DXVECTOR2 vector)
{
this->m_position.x += vector.x;
this->m_position.y += vector.y;
}
void GameObject::Frame(const InputHandler::ControlsType& controls)
{
if (this->m_Timer)
{
this->m_Timer->Frame();
this->m_movementDelay += this->m_Timer->GetTime();
this->m_animationDelay += this->m_Timer->GetTime();
}
}
void GameObject::SortFrameArray(const int* framesOrder, int size)
{
this->m_Sprite->SortFrameArray(framesOrder, size);
}
void GameObject::SetPosition(const POINT& position)
{
this->m_position = position;
}
const POINT GameObject::GetPosition()
{
return this->m_position;
}
void GameObject::SetVelocity(const D3DXVECTOR2& velocity)
{
this->m_velocity = velocity;
}
const D3DXVECTOR2 GameObject::GetVelocity()
{
return this->m_velocity;
}
void GameObject::SetStatus(const bool status)
{
this->m_active = status;
}
bool GameObject::GetStatus()
{
return this->m_active;
}
Sprite* GameObject::GetSprite()
{
return this->m_Sprite;
}
float GameObject::GetAnimationDelayTime()
{
return this->m_animationDelay;
}
void GameObject::ResetMovementDelayTime()
{
this->m_movementDelay = 0.0f;
}
float GameObject::GetMovementDelayTime()
{
return this->m_animationDelay;
}
void GameObject::ResetAnimationDelayTime()
{
this->m_animationDelay = 0.0f;
}
ID3D11Device* GameObject::GetDevice()
{
return this->m_device;
}
HWND GameObject::GetHWND()
{
return this->m_hwnd;
}
And i made the derived class Fighter which represents my Spaceship and has a FighterFlame which i think is not relevant to the problem, and a list of pointers to pointers of Bullet (m_Bullets) which will be the bullets coming out from the Ship.
////////////////////////////////////////////////////////////////////////////////
// Filename: Fighter.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _FIGHTER_H_
#define _FIGHTER_H_
//////////////
// INCLUDES //
//////////////
#include <list>
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "GameObject.h"
#include "Bullet.h"
#include "FighterFlame.h"
class Fighter : public GameObject
{
public:
Fighter();
Fighter(const Fighter& other);
~Fighter();
virtual bool Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen) override;
virtual void Shutdown();
virtual bool Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX wordMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix) override;
virtual void Frame(const InputHandler::ControlsType& controls) override;
private:
void GenerateTriBullet();
void ValidateBulletsBounds();
private:
int m_life;
int m_lives;
FighterFlame* m_FighterFlame;
std::list<Bullet**> m_Bullets;
const int SHIP_SPEED = 3;
const float MOVEMENT_DELAY = 16.0f;
const float ANIMATION_DELAY = 20.0f;
const float SHOOT_DELAY = 30.0f;
};
#endif
Cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: Fighter.cpp
////////////////////////////////////////////////////////////////////////////////
#include "Fighter.h"
Fighter::Fighter() : GameObject()
{
this->m_life = 100;
this->m_lives = 3;
this->m_FighterFlame = nullptr;
}
Fighter::Fighter(const Fighter& other)
{
}
Fighter::~Fighter()
{
}
bool Fighter::Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen)
{
bool result;
this->m_life = 100;
this->m_lives = 3;
result = GameObject::Initialize(device, hwnd, screen, L"Fighter.dds", Bitmap::DimensionType{ 1152, 216 }, Bitmap::DimensionType{ 144, 108 }, 8, 7, true);
if (!result)
{
MessageBox(hwnd, L"Could not initialize Fighter", L"Error", MB_OK);
return false;
}
this->m_position = POINT{ 0, 0 };
int order[16] = { 7, 6, 5, 4, 3, 2, 1, 0, 8, 9, 10, 11, 12, 13, 14, 15 };
GameObject::SortFrameArray(order, 16);
this->m_FighterFlame = new FighterFlame();
if (!this->m_FighterFlame)
{
return false;
}
result = this->m_FighterFlame->Initialize(device, hwnd, screen);
if (!result)
{
MessageBox(hwnd, L"Could not initialize FighterFlame", L"Error", MB_OK);
return false;
}
return true;
}
bool Fighter::Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX wordMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix)
{
bool result;
result = GameObject::Render(deviceContext, wordMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
result = this->m_FighterFlame->Render(deviceContext, wordMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
for (Bullet** bullet : this->m_Bullets)
{
if (bullet)
{
result = (*bullet)->Render(deviceContext, wordMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
}
}
return true;
}
void Fighter::Shutdown()
{
GameObject::Shutdown();
SAFE_SHUTDOWN(this->m_FighterFlame);
for (Bullet** bullet : this->m_Bullets)
{
SAFE_SHUTDOWN(*bullet);
}
this->m_Bullets.clear();
}
void Fighter::Frame(const InputHandler::ControlsType& controls)
{
GameObject::Frame(controls);
this->m_FighterFlame->SetPosition(POINT{ this->m_position.x - 26, this->m_position.y + 47});
this->m_FighterFlame->Frame(controls);
for (Bullet** bullet : this->m_Bullets)
{
(*bullet)->Frame(controls);
}
if (GameObject::GetMovementDelayTime() > MOVEMENT_DELAY)
{
if (controls.up ^ controls.down)
{
if (controls.up)
{
if (GameObject::GetPosition().y > 0)
{
GameObject::Move(D3DXVECTOR2(0, -SHIP_SPEED));
}
if (GameObject::GetAnimationDelayTime() > ANIMATION_DELAY)
{
GameObject::GetSprite()->IncrementFrame();
GameObject::ResetAnimationDelayTime();
}
}
else if (controls.down)
{
if (GameObject::GetPosition().y < (GameObject::GetSprite()->GetBitmap()->GetScreenDimensions().height - GameObject::GetSprite()->GetBitmap()->GetBitmapDimensions().height))
{
GameObject::Move(D3DXVECTOR2(0, SHIP_SPEED));
}
if (GameObject::GetAnimationDelayTime() > ANIMATION_DELAY)
{
GameObject::GetSprite()->DecrementFrame();
GameObject::ResetAnimationDelayTime();
}
}
}
else
{
if (GameObject::GetSprite()->GetCurrentFrame() > (GameObject::GetSprite()->GetAmountOfFrames() / 2))
{
if (GameObject::GetAnimationDelayTime() > ANIMATION_DELAY)
{
GameObject::GetSprite()->DecrementFrame();
GameObject::ResetAnimationDelayTime();
}
}
if (GameObject::GetSprite()->GetCurrentFrame() < (GameObject::GetSprite()->GetAmountOfFrames() / 2))
{
if (GameObject::GetAnimationDelayTime() > ANIMATION_DELAY)
{
GameObject::GetSprite()->IncrementFrame();
GameObject::ResetAnimationDelayTime();
}
}
}
if (controls.right ^ controls.left)
{
if (controls.right)
{
if (GameObject::GetPosition().x < (GameObject::GetSprite()->GetBitmap()->GetScreenDimensions().width - GameObject::GetSprite()->GetBitmap()->GetBitmapDimensions().width))
{
GameObject::Move(D3DXVECTOR2(SHIP_SPEED, 0));
}
}
else if (controls.left)
{
if (GameObject::GetPosition().x > 0)
{
GameObject::Move(D3DXVECTOR2(-SHIP_SPEED, 0));
}
}
}
GameObject::ResetMovementDelayTime();
}
if (controls.spaceBar)
{
Fighter::GenerateTriBullet();
}
Fighter::ValidateBulletsBounds();
}
void Fighter::GenerateTriBullet()
{
Bullet* upBullet = new Bullet();
upBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
upBullet->SetVelocity(D3DXVECTOR2(20, 2));
upBullet->SetPosition(GameObject::GetPosition());
upBullet->Move();
this->m_Bullets.push_back(&upBullet);
Bullet* middleBullet = new Bullet();
middleBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
middleBullet->SetVelocity(D3DXVECTOR2(20, 0));
middleBullet->SetPosition(GameObject::GetPosition());
middleBullet->Move();
this->m_Bullets.push_back(&middleBullet);
Bullet* downBullet = new Bullet();
downBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
downBullet->SetVelocity(D3DXVECTOR2(20, -2));
downBullet->SetPosition(GameObject::GetPosition());
downBullet->Move();
this->m_Bullets.push_back(&downBullet);
}
void Fighter::ValidateBulletsBounds()
{
for (std::list<Bullet**>::iterator it = this->m_Bullets.begin(); it != this->m_Bullets.end(); it++)
{
if ((*(*(&(it)._Ptr->_Myval)))->GetPosition().x > GameObject::GetSprite()->GetBitmap()->GetScreenDimensions().width)
{
SAFE_SHUTDOWN(**it);
this->m_Bullets.erase(it);
}
}
}
And finally the problematic one, The Bullet class who is also derived from GameObject and will represent the bullets that the spaceship can shoot.
////////////////////////////////////////////////////////////////////////////////
// Filename: Bullet.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _BULLET_H_
#define _BULLET_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "GameObject.h"
class Bullet : public GameObject
{
public:
Bullet();
Bullet(const Bullet& other);
~Bullet();
virtual bool Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen) override;
virtual void Frame(const InputHandler::ControlsType& controls) override;
private:
const float MOVEMENT_DELAY = 16.0f;
};
#endif
Cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: Bullet.cpp
////////////////////////////////////////////////////////////////////////////////
#include "Bullet.h"
Bullet::Bullet() : GameObject()
{
}
Bullet::Bullet(const Bullet& other)
{
}
Bullet::~Bullet()
{
}
bool Bullet::Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen)
{
bool result;
result = GameObject::Initialize(device, hwnd, screen, L"Bullet.dds", Bitmap::DimensionType{ 18, 3 }, Bitmap::DimensionType{ 18, 3 }, 1, 0, true);
if (!result)
{
return false;
}
return true;
}
void Bullet::Frame(const InputHandler::ControlsType& controls)
{
GameObject::Frame(controls);
if (GameObject::GetMovementDelayTime() > MOVEMENT_DELAY)
{
GameObject::Move();
}
}
And the problem:
When the Gameloop is running and i press space bar, this occurs
// this if is from Fighter::Frame
if (controls.spaceBar)
{
Fighter::GenerateTriBullet();
}
Fighter::ValidateBulletsBounds();
It enters to the GenerateTriBullet method, which stores 3 bullets on the m_Bullets list.
void Fighter::GenerateTriBullet()
{
Bullet* upBullet = new Bullet();
upBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
upBullet->SetVelocity(D3DXVECTOR2(20, 2));
upBullet->SetPosition(GameObject::GetPosition());
upBullet->Move();
this->m_Bullets.push_back(&upBullet);
Bullet* middleBullet = new Bullet();
middleBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
middleBullet->SetVelocity(D3DXVECTOR2(20, 0));
middleBullet->SetPosition(GameObject::GetPosition());
middleBullet->Move();
this->m_Bullets.push_back(&middleBullet);
Bullet* downBullet = new Bullet();
downBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
downBullet->SetVelocity(D3DXVECTOR2(20, -2));
downBullet->SetPosition(GameObject::GetPosition());
downBullet->Move();
this->m_Bullets.push_back(&downBullet);
}
When it leaves the method, i check the list and the bullets are still there as well as before entering the ValidateBulletsBound, but as soon as it enters the method and before doing ANYTHING, the bullets on the list are simply gone, and with this i mean, the m_Bullets list still has three objects, but happens that they are all NULL.
To explain myself a little better, what i want to do is that every time i press space-bar 3 bullets appears on the screen, and I'm trying to do that by asking if the space-bar value is true, add 3 Bullets to the m_Bullet list, then validate that the bullets in the list are still between the screen space, otherwise remove it.
But as you can see, i successfully store the bullets on the list and as soon as i enter to validate, they are gone... poof!
I don't know why any of this is happening, they are different instance of a class who doesn't share anything between them (memory-wise speaking), there's no static method or pointers shared by then, and even though they would it shouldn't be a problem given that they are just entering in another method and no operation has been done in the middle of that "entering the another method" part, or whatsoever. They even are in the same class, same context, no complex operation or leak (that i know of). I really don't know what's going on!
I want to finish by acknowledging that there are some serious design problems like the one's on GenerateTriBullet, and the fact that i'm not using matrices to move the objects. I'm just trying to finish it first (this is the first game i make on DirectX, really exited btw!!! ), then when i can see the big picture, start to put everything where it belongs. Also, how do i get the value from the list iterator, i read that it was (*it) for simple values, but i have a pointer to a pointer, so i thought it would be **it, but it always resolves to nullptr.
I really hope you can help me.
Here's the project, if you feel like you didn't understand and want to go a little further. You just have to run the project, a ship will appear in a little black window, put a breakpoint on line 182 of the Fighter class then press spacebar on the game window, then from there see what happens with m_Bullets when it leaves GenerateTriBullet and Enters ValidateBulletsBounds.
THANK YOU!
One clear problem:
m_Bullets is a list<Bullet**>. When you add to it you are adding the address of a local variable, e.g.,
Bullet* upBullet = new Bullet();
...
this->m_Bullets.push_back(&upBullet);
Went this method returns, the address stored from the &upBullet expression is no longer valid, as that variable no longer exits.
I think you mean to have m_Bullets as list<Bullet*>, and to add to it:
Bullet* upBullet = new Bullet();
...
this->m_Bullets.push_back(upBullet);
I think the best solution is to let list deal with the memory management and just have m_Bullets as list<Bullet>, then:
this->m_Bullets.emplace_back();
However this will probably require rethinking some of the polymorphism.

Bad Access exception in Cocos2d-x

I am somewhat new to C++ programming and to Cocos2d-x and I am having some trouble with my first Cocos2d-x game. I am literally just trying to simulate gravity and update the player's position based on that. I am running Xcode 4.6.1 and for some reason I keep getting a BAD_ACCESS exception after one run (if I restart it seems to work). It happens at libobjc.A.dylib`objc_release. I have tried doing an allexceptions breakpoint and it breaks at a memory address in the dylib. This only happened after I added a velocity variable to my Player class, so maybe I am not properly allocating pointers and the such? Here are the relevant classes I believe.
#include "cocos2d.h"
using namespace cocos2d;
class Player : public Sprite{
private:
Point velocity;
public:
static Player* create(const char *filename);
void update(float delta);
void setVelocity(const Point &v);
const Point& getVelocity() const;
~Player();
};
#include "Player.h"
USING_NS_CC;
using namespace cocos2d;
Player::~Player(){
}
Player* Player::create(const char *filename){
Player* self = (Player *) Sprite::create(filename);
self->setVelocity(Point::ZERO);
return self;
}
void Player::update(float delta){
log("In player update");
Point gravity = Point(0.0, -450.0);
Point gravityStep = gravity * delta;
this->setVelocity(this->getVelocity() + gravityStep);
log("Velocity after setting: %f", getVelocity().y);
Point stepVelocity = this->getVelocity() * delta;
this->setPosition(this->getPosition() + stepVelocity);
log("Position after setting: %f, %f", getPosition().x, getPosition().y);
}
void Player::setVelocity(const Point &v){
this->velocity = v;
}
const Point& Player::getVelocity() const
{
return this->velocity;
}
#include "GameLayer.h"
USING_NS_CC;
Scene* GameLayer::scene()
{
// 'scene' is an autorelease object
Scene *scene = Scene::create();
// 'layer' is an autorelease object
GameLayer *layer = GameLayer::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
GameLayer::~GameLayer(){
CC_SAFE_RELEASE(player);
CC_SAFE_RELEASE(map);
}
bool GameLayer::init()
{
if ( !Layer::init() )
{
return false;
}
LayerColor *blueSky = LayerColor::create(*new Color4B(100, 100, 250, 255));
this->addChild(blueSky);
map = TMXTiledMap::create("level1.tmx");
this->addChild(map);
player = Player::create("koalio_stand.png");
player->setPosition(Point(100,50));
map->addChild(player, 15);
setKeyboardEnabled(true);
this->scheduleUpdate();
return true;
}
void GameLayer::update(float dt){
player->update(dt);
}
EDIT: So I figured out that the constructor of player was the problem. However, I'm wondering if it is kosher to do the following (since Player inherits from Sprite) to copy the Sprite function:
Sprite* Sprite::create(const char *filename)
{
Sprite *sprite = new Sprite();
if (sprite && sprite->initWithFile(filename))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return NULL;
}
and have the Player function be:
Player* Player::create(const char *filename){
Player *sprite = new Player();
if (sprite && sprite->initWithFile(filename))
{
sprite->setVelocity(Point::ZERO);
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return NULL;
}
Or perhaps is there a cleaner way to call the create of Sprite, but to create a Player object which inherits and sets the velocity?