memory-leak caused by filling vector - c++

I got a memory-leak, caused by a function convert.
The function converts a very big vector of 3D-pointdata to another
vector of other 3D-pointdata.
here is my code:
IPoint3D.h
struct IPoint3D
{
virtual ~IPoint3D()
{
}
float x, y, z;
virtual std::string toString() = 0;
};
RealSenseCamera.h
class RealSenseCamera : public IRealSenseCamera
{
public:
RealSenseCamera();
~RealSenseCamera();
CameraInitializationResult CreateSession(int width, int height, int fps) override;
SetSensorConfigurationResult SetSensorConfiguration(pxcBool dsAutoExposure, pxcBool dsCropping, pxcI32 dsGain, pxcI32 laserPower, PXCCapture::Device::IVCAMAccuracy accuracy) override;
bool IsReady() override;
int GetFrameSize() override;
void Destroy() override;
std::vector<IPoint3D*> QueryVertices() override;
private:
int _width, _height, _fps;
PXCSession* _session;
PXCSenseManager* _senseManager;
PXCProjection* _projection;
PXCCapture::Device* _device;
std::vector<IPoint3D*> convert(std::vector<PXCPoint3DF32> source);
};
RealSenseCamera.cpp
RealSenseCamera::RealSenseCamera() : _width(0), _height(0), _fps(0), _session(nullptr), _senseManager(nullptr), _projection(nullptr), _device(nullptr)
{
}
RealSenseCamera::~RealSenseCamera()
{
}
CameraInitializationResult RealSenseCamera::CreateSession(int width, int height, int fps)
{
_width = width;
_height = height;
_fps = fps;
_session = PXCSession::CreateInstance();
if (_session == nullptr)
return CameraInitializationResult(false, "Failed to create camera session instance.");
_senseManager = _session->CreateSenseManager();
if (_senseManager == nullptr)
return CameraInitializationResult(false, "Failed to create SenseManager.");
_senseManager->EnableStream(PXCCapture::STREAM_TYPE_DEPTH, width, height, fps);
_senseManager->Init();
PXCCaptureManager* captureManager = _senseManager->QueryCaptureManager();
if (captureManager == nullptr)
return CameraInitializationResult(false, "Failed to create CaptureManager.");
_device = captureManager->QueryDevice();
if (_device == nullptr)
return CameraInitializationResult(false, "Failed to create device.");
return CameraInitializationResult(true, "Initialization successful.");
}
bool RealSenseCamera::IsReady()
{
return _session != nullptr && _device != nullptr && _senseManager != nullptr && _senseManager->IsConnected();
}
int RealSenseCamera::GetFrameSize()
{
return _width * _height;
}
SetSensorConfigurationResult RealSenseCamera::SetSensorConfiguration(pxcBool autoExposure, pxcBool cropping, pxcI32 gain, pxcI32 laserPower, PXCCapture::Device::IVCAMAccuracy accuracy)
{
if (_device == nullptr)
return SetSensorConfigurationResult(false, "Failed to find device.");
_device->SetDSLeftRightAutoExposure(autoExposure);
_device->SetDSLeftRightCropping(cropping);
_device->SetDSLeftRightGain(gain);
_device->SetIVCAMLaserPower(laserPower);
_device->SetIVCAMAccuracy(accuracy);
return SetSensorConfigurationResult(true, "New Configuration ist set.");
}
std::vector<IPoint3D*> RealSenseCamera::QueryVertices()
{
std::vector<PXCPoint3DF32> vertices;
if (_senseManager->AcquireFrame(true) >= pxcStatus::PXC_STATUS_NO_ERROR) {
PXCCapture::Sample* _sample = _senseManager->QuerySample();
PXCImage* depthImage = _sample->depth;
vertices.resize(_width * _height);
_projection = _device->CreateProjection();
_projection->QueryVertices(depthImage, &vertices[0]);
}
_senseManager->ReleaseFrame();
// konvertierung leider bisher nötig
return convert(vertices);
}
// Neuer vector wird für Punktdaten angelegt
std::vector<IPoint3D*> RealSenseCamera::convert(std::vector<PXCPoint3DF32> source)
{
int size = GetFrameSize();
std::vector<IPoint3D*> target(size);
for (int i = 0; i < size; i++)
{
target[i] = new PXCPoint3DF32Adapter(source[i]);
}
return target;
}
void RealSenseCamera::Destroy()
{
if (_device != nullptr)
_device->Release();
if (_senseManager != nullptr)
{
_senseManager->Close();
_senseManager->Release();
}
if (_session != nullptr)
_session->Release();
}
Can anyone see the problem?

Related

SDL2 C++ Snake Game Self Collision

As a school project, I've made the classic snake game using SDL2 and C++.
I've already implemented the growing, moving features for the Snake but it was required to make the movement based on a grid, but when I implemented the grid feature, the self-collision was always triggering whenever grow one part, so every time I start the game, and eat the first fruit, the snake dies.
I've been trying for a while now, from placing a delay to the adding of the tail and delaying the collision check, but to no avail, it's always colliding with itself even though it is not.
I can't see what is wrong with the self collision, I would gladly appreciate it if someone can point out what's wrong.
Snake.h
#include "GameObject.h"
#include "common.h"
#include "draw.h"
#include "Food.h"
#include "util.h"
#include <vector>
struct Segment {
int x;
int y;
Segment(int posx, int posy) {
x = posx;
y = posy;
}
};
class Snake :
public GameObject
{
public:
~Snake();
void start();
void update();
void draw();
void outOfBoundsCheck();
void move();
void addSegment(int x, int y);
void selfCollisionCheck(bool hasEaten);
void setHasMoved(bool a);
void setIsAlive(bool a);
int getX();
int getY();
int getWidth();
int getHeight();
bool getIsAlive();
bool getHasMoved();
std::vector<Segment*> const& getV() const;
private:
std::vector<Segment*> body;
SDL_Texture* headTexture;
SDL_Texture* bodyTexture;
int x;
int y;
int width;
int height;
int dx;
int dy;
int tempX;
int tempY;
bool isAlive;
bool hasMoved;
};
Snake.cpp
Snake::~Snake()
{
}
void Snake::start()
{
// Load Texture
headTexture = loadTexture("gfx/player.png");
bodyTexture = loadTexture("gfx/body.png");
tempX = 0;
tempY = 0;
x = 0;
y = 0;
dx = 0;
dy = 0;
isAlive = true;
hasMoved = false;
width = 0;
height = 0;
SDL_QueryTexture(headTexture, NULL, NULL, &width, &height);
addSegment(x, y);
}
void Snake::update()
{
std::cout << "Head" << body[0]->x << std::endl;
if (body.size() > 1) {
std::cout << "2nd Segment" << body[1]->x << std::endl;
if (body.size() > 2) {
std::cout << "3nd Segment" << body[2]->x << std::endl;
}
}
move();
outOfBoundsCheck();
}
void Snake::draw()
{
if (!isAlive) return; // Cancel the render if player dies
for (int i = 0; i < body.size(); i++) {
blit(headTexture, body[i]->x, body[i]->y);
}
}
void Snake::outOfBoundsCheck()
{
for (int i = 0; i < body.size(); i++) {
if (body[i]->x > SCREEN_WIDTH) {
body[i]->x = 0;
}
if (body[i]->x < 0) {
body[i]->x = SCREEN_WIDTH;
}
if (body[i]->y > SCREEN_HEIGHT) {
body[i]->y = 0;
}
if (body[i]->y < 0) {
body[i]->y = SCREEN_HEIGHT;
}
}
}
void Snake::move()
{
if (app.keyboard[SDL_SCANCODE_W] && dy != 5) {
dx = 0;
dy = -5;
}
if (app.keyboard[SDL_SCANCODE_A] && dx != 5) {
dx = -5;
dy = 0;
}
if (app.keyboard[SDL_SCANCODE_S] && dy != -5) {
dx = 0;
dy = 5;
}
if (app.keyboard[SDL_SCANCODE_D] && dx != -5) {
dx = 5;
dy = 0;
}
Segment* snakeHead = *(body.begin()); //Grid
tempX += dx;
tempY += dy;
if (tempX % 25 == 0) {
snakeHead->x += tempX;
tempX = 0;
}
if (tempY % 25 == 0) {
snakeHead->y += tempY;
tempY = 0;
}
for (int i = body.size() - 1; i > 0; i--) { //For the other parts to follow
body[i]->x = body[i - 1]->x;
body[i]->y = body[i - 1]->y;
}
}
void Snake::addSegment(int x, int y)
{
Segment* seg = new Segment(x, y );
body.push_back(seg);
}
void Snake::selfCollisionCheck(bool hasEaten) // Fail
{
Segment* head = body[0];
if (hasEaten == false) {
for (int i = 1; i < body.size(); i++) {
if (head->x == body[i]->x && head->y == body[i]->y) {
isAlive = false;
break;
}
}
}
else {
return;
}
}
void Snake::setHasMoved(bool a)
{
hasMoved = a;
}
void Snake::setIsAlive(bool a)
{
isAlive = a;
}
int Snake::getX()
{
return x;
}
int Snake::getY()
{
return y;
}
int Snake::getWidth()
{
return width;
}
int Snake::getHeight()
{
return height;
}
bool Snake::getIsAlive()
{
return isAlive;
}
bool Snake::getHasMoved()
{
return hasMoved;
}
std::vector<Segment*> const& Snake::getV() const
{
// TODO: insert return statement here
return body;
}
GameScene.h
#include "Scene.h"
#include "GameObject.h"
#include "Snake.h"
#include "Food.h"
#include "util.h"
#include "text.h"
#include "SoundManager.h"
class GameScene : public Scene
{
public:
GameScene();
~GameScene();
void start();
void draw();
void update();
void spawnFood();
void collisionLogic();
void selfCollision();
void despawnFood(Food* food);
private:
Snake* snake;
Food* food;
int points;
std::vector<Food*> spawnedFood;
};
GameScene.cpp
#include "GameScene.h"
GameScene::GameScene()
{
// Register and add game objects on constructor
snake = new Snake();
this->addGameObject(snake);
points = 0;
}
GameScene::~GameScene()
{
delete snake;
delete food;
}
void GameScene::start()
{
Scene::start();
// Initialize any scene logic here
initFonts();
spawnFood();
}
void GameScene::draw()
{
Scene::draw();
drawText(110, 20, 255, 255, 255, TEXT_CENTER, "POINTS: %03d", points);
if (snake->getIsAlive() == false) {
drawText(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 255, 255, 255, TEXT_CENTER, "GAME OVER!");
}
}
void GameScene::update()
{
Scene::update();
if (spawnedFood.size() == 0 && spawnedFood.size() != 1) {
spawnFood();
}
collisionLogic();
selfCollision();
}
void GameScene::spawnFood()
{
int random = rand() % 720;
if (random % 25 != 0) {
random = rand() % 720;
}
else {
Food* food = new Food();
this->addGameObject(food);
food->setPosition(rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT);
spawnedFood.push_back(food);
}
}
void GameScene::collisionLogic()
{
Segment* head = snake->getV()[0];
std::vector<Segment*> snakeBody = snake->getV();
for (int i = 0; i < objects.size(); i++) {
Food* food = dynamic_cast<Food*>(objects[i]);
if (food != NULL) {
int collision = checkCollision(
head->x, head->y, snake->getWidth(), snake->getHeight(),
food->getX(), food->getY(), food->getWidth(), food->getHeight()
);
if (collision == 1) {
despawnFood(food);
snake->addSegment(snakeBody[snakeBody.size() - 1]->x, snakeBody[snakeBody.size() - 1]->y); //Adds a part to the snake
points++;
break;
}
}
}
}
void GameScene::selfCollision()
{
std::vector<Segment*> body = snake->getV();
Segment* head = snake->getV()[0];
for (int i = 1; i < snake->getV().size(); i++) {
if (head->x == body[i]->x && head->y == body[i]->y) {
snake->setIsAlive(false);
break;
}
}
}
void GameScene::despawnFood(Food* food)
{
int index = -1;
for (int i = 0; i < spawnedFood.size(); i++) {
if (food == spawnedFood[i]) {
index = i;
break;
}
}
if (index != -1) {
spawnedFood.erase(spawnedFood.begin() + index);
delete food;
}
}
It seems that I had some logical errors when it comes to the grid movement because when I re-coded everything and changed the grid movement into cell based instead of using modulo condition by dividing the screen width and height to the pixel size of my snake and using that as the coordinates for my movement, everything went back to normal and the collision bug disappeared.
Instead of doing this for the grid movement
Old Grid Movement Code
tempX += dx;
tempY += dy;
if (tempX % 25 == 0) {
snakeHead->x += tempX;
tempX = 0;
}
if (tempY % 25 == 0) {
snakeHead->y += tempY;
tempY = 0;
}
I defined this as a permanent value in my defs.h
defs.h
#define CELL_SIZE 25 // Size of the segment
#define CELL_WIDTH SCREEN_WIDTH / CELL_SIZE
#define CELL_HEIGHT SCREEN_HEIGHT / CELL_SIZE
After that, since I'm still going to render the picture with the default resolution, I multiplied CELL_SIZE to the dest variable of my blit function
draw.cpp
void blit(SDL_Texture* texture, int x, int y)
{
SDL_Rect dest;
dest.x = x * CELL_SIZE;
dest.y = y * CELL_SIZE;
SDL_QueryTexture(texture, NULL, NULL, &dest.w, &dest.h);
SDL_RenderCopy(app.renderer, texture, NULL, &dest);
}
This results to the snake and any other thing that I'm going to render to follow a grid and by assigning the x and y values with the CELL_WIDTH and CELL_HEIGHT as substitution to the resolution, I accomplished the grid movement with no conflict with my collision check.

Confused about Vector<type*> iterator

I have a base class cGameObject which has a virtual update function. I wish to have many derived game objects each with their own specific update function.
I want to add the derived gameobjects to a vector and iterate through them to call each of their update methods.
What is wrong with my iterator?
//In Header file
std::vector <cGameObject*> vGameObjs;
std::vector <cGameObject*>::iterator Iter;
cGameObject *AGameObj;
/In cpp file - add object pointer to vector
AGameObj = new BrickBat(128, 32, (1024 - 128) / 2, 768 - 64, 0);
vGameObjs.push_back(AGameObj);
AGameObj = new BrickBall(64, 512, 384, 1, 1, 0);
vGameObjs.push_back(AGameObj);
//Iterator Crashing??
for (Iter = vGameObjs.begin(); Iter != vGameObjs.end(); ++Iter)
{
//Call Each Objects Update() method here?
}
When I run this, it throws an exception: read access violation. _Mycont was nullptr.
Not sure what to do.
error thrown
Header of Class App Class:
#ifndef _H_AGK_TEMPLATE_
#define _H_AGK_TEMPLATE_
// Link to GDK libraries
#include "AGK.h"
#include "Brickbat.h"
#include "BrickBall.h"
#include "cGameObject.h"
#include <vector>
#define DEVICE_WIDTH 1024
#define DEVICE_HEIGHT 768
#define DEVICE_POS_X 32
#define DEVICE_POS_Y 32
#define FULLSCREEN false
// used to make a more unique folder for the write path
#define COMPANY_NAME "BitMaNip:Play"
// Global values for the app
class app
{
public:
// constructor
app() { memset ( this, 0, sizeof(app)); }
// main app functions - mike to experiment with a derived class for this..
void Begin( void );
int Loop( void );
void End( void );
private:
//Vector of GameObject Pointers;
std::vector <cGameObject*> vGameObjs;
//Iterator of GameObjects
std::vector <cGameObject*>::iterator Iter;
BrickBat *MyBat;
BrickBall *MyBall;
cGameObject *AGameObj;
};
extern app App;
#endif
// Allow us to use the LoadImage function name
#ifdef LoadImage
#undef LoadImage
#endif
cpp file for Header
// Includes
#include "template.h"
#include "cGameObject.h"
#include
// Namespace
using namespace AGK;
app App;
void app::Begin(void)
{
agk::SetVirtualResolution (DEVICE_WIDTH, DEVICE_HEIGHT);
agk::SetClearColor( 151,170,204 ); // light blue
agk::SetSyncRate(60,0);
agk::SetScissor(0,0,0,0);
//Test
/*BrickBall = agk::CreateSprite(0);
agk::SetSpriteSize(BrickBall, 64, 64);
agk::SetSpriteColor(BrickBall, 255, 255, 255, 255);
xPos = (DEVICE_WIDTH - 64) / 2;
yPos = (DEVICE_HEIGHT - 64) / 2;
agk::SetSpritePosition(BrickBall, xPos , yPos );
xDir = 1;
yDir = 1;
iSpeed = 8;*/
MyBat = new BrickBat(128, 32, (1024-128)/2, 768-64, 0);
AGameObj = new BrickBat(128, 32, (1024 - 128) / 2, 768 - 64, 0);
vGameObjs.push_back(AGameObj);
MyBall = new BrickBall(64, 512, 384, 1, 1, 0);
AGameObj = new BrickBall(64, 512, 384, 1, 1, 0);
vGameObjs.push_back(AGameObj);
}
int app::Loop (void)
{
agk::Print( agk::ScreenFPS() );
if (agk::GetRawKeyState(37) == 1)
{
MyBat->MoveLeft();
}
if (agk::GetRawKeyState(39) == 1)
{
MyBat->MoveRight();
}
MyBat->Update();
MyBall->Update();
MyBall->Collided(MyBat->iGetBatID());
for (Iter = vGameObjs.begin(); Iter != vGameObjs.end(); ++Iter)
{
//(*Iter)->Update();
//(*Iter)->Collided(MyBat->iGetBatID());
}
Derived class
include "cGameObject.h"
class BrickBall: public cGameObject
{
private:
bool bHoriDir;
bool bVertDir;
int iSpeed;
bool bPause; //in case game is paused
public:
BrickBall(int iSize, int xPos, int yPos, bool bHori, bool bVert, int ImageID);
virtual void Update() override;
virtual void Collided(int OtherSpriteToCheck) override;
};
agk::Sync();
return 0; // return 1 to close app
}
void app::End (void)
{
}
Base Class:
#pragma once
class cGameObject
{
protected:
bool bInit = false;
int iSprID;
int iImageID;
int iXPos;
int iYPos;
int iAngle;
int iAlpha;
int iWidth;
int iHeight;
int iColour;
//Movement
float fDeltaX;
float fDeltaY;
//Animation
int iAniType; //Type of animation
//0 = No Animation
//1 = Repeating Loop of Frames (All image is animation)
//2 =
int iFrameW; //Width of Animation Frame
int iFrameH; //Height of Animation frame
int iFPS; //Animation Delay
int iNumFrames; //Number of animation frames
int iAniCount; //Frame Counter
public:
// set up default for constructor
cGameObject(int width = 16, int height = 16, int xPos = 0, int yPos = 0, int ImageID = 0);
void SetPosition(int ixPos, int iyPos);
void SetSize(int iWidth, int iHeight);
void SetWidth(int Width);
void SetAngle(int iAngle);
void SetTransparency(int iAlpha);
void SetAnimation(int Type, int FrameW, int FrameH, int FPS, int NumFrames);
virtual void Collided(int OtherSpriteToCheck) {};
virtual void Update() {};
int iGetWidth();
int iGetHeight();
int iGetX();
int iGetY();
int iGetSprID();
~cGameObject();
};
Base Class cpp
#include "cGameObject.h"
#include "agk.h"
void cGameObject::SetAngle(int iAngle)
{
if (bInit == true)
{
if (iAngle > 0 && iAngle < 359)
{
agk::SetSpriteAngle(iSprID, iAngle);
}
}
}
//cGameObject::cGameObject(int width, int height, int xPos, int yPos, const char * szImageFile)
cGameObject::cGameObject(int width, int height, int xPos, int yPos, int ImageID)
{
bInit = true;
iImageID = 0;
/*if (std::strlen(szImageFile) > 0)
{
iImageID = agk::LoadImage(szImageFile);
if (iImageID < 1)
{
bInit = false;
}
}*/
iColour = agk::MakeColor(255, 255, 255);
//init animation code
iAniType = 0; //Type of animation
iFrameW = 64; //Width of Animation Frame
iFrameH = 64; //Height of Animation frame
iFPS = 10; //Animation Delay
iNumFrames = 1; //Number of animation frames
iAniCount = 0; //Frame Counter
iSprID = agk::CreateSprite(iImageID);
if (iSprID < 1)
{
bInit = false;
}
else
{
agk::SetSpriteSize(iSprID, width, height);
agk::SetSpritePosition(iSprID, xPos, yPos);
fDeltaX = 4.0;
fDeltaY = 4.0;
}
}
void cGameObject::SetPosition(int ixPos, int iyPos)
{
if (bInit == true)
{
agk::SetSpritePosition(iSprID, ixPos, iyPos);
}
}
void cGameObject::SetSize(int iWidth, int iHeight)
{
if (bInit == true)
{
if (iWidth > 0 && iWidth < 1024 && iHeight > 0 && iHeight < 1024)
{
agk::SetSpriteSize(iSprID, iWidth, iHeight);
}
}
}
void cGameObject::SetWidth(int Width)
{
if (bInit == true)
{
agk::GetSpriteWidth(Width);
}
}
void cGameObject::SetTransparency(int iAlpha)
{
if (bInit == true)
{
if (iAlpha > 0 && iAlpha < 256)
{
agk::SetSpriteTransparency(iSprID, iAlpha);
}
}
}
void cGameObject::SetAnimation(int Type, int FrameW, int FrameH, int FPS, int NumFrames)
{
//Animation
iAniType = Type;
iFrameW = FrameW; //Width of Animation Frame
iFrameH = FrameH; //Height of Animation frame
iFPS = FPS; //Animation Delay
iNumFrames = NumFrames; //Number of animation frames
iAniCount = 0; //Frame Counter
agk::SetSpriteAnimation(iSprID, iFrameW, iFrameH, iNumFrames);
if (iAniType > 0)
{
agk::PlaySprite(iSprID, iFPS);
}
}
int cGameObject::iGetWidth()
{
if (bInit == true)
{
return agk::GetSpriteWidth(iSprID);
}
else
{
return 0;
}
}
int cGameObject::iGetHeight()
{
if (bInit == true)
{
return agk::GetSpriteHeight(iSprID);
}
else
{
return 0;
}
}
int cGameObject::iGetX()
{
if (bInit == true)
{
return agk::GetSpriteX(iSprID);
}
else
{
return 0;
}
}
int cGameObject::iGetY()
{
if (bInit == true)
{
return agk::GetSpriteY(iSprID);
}
else
{
return 0;
}
}
int cGameObject::iGetSprID()
{
if (bInit == true)
{
return iSprID;
}
else
{
return 0;
}
}
cGameObject::~cGameObject()
{
if (bInit == true)
{
agk::DeleteSprite(iSprID);
}
}
Derived Class Header:
#include "cGameObject.h"
class BrickBall: public cGameObject
{
private:
bool bHoriDir;
bool bVertDir;
int iSpeed;
bool bPause; //in case game is paused
public:
BrickBall(int iSize, int xPos, int yPos, bool bHori, bool bVert, int ImageID);
virtual void Update() override;
virtual void Collided(int OtherSpriteToCheck) override;
};
Derived Class cpp
#include "BrickBall.h"
BrickBall::BrickBall(int Size, int xPos, int yPos, bool bHori, bool bVert, int ImageID):cGameObject(Size, Size, xPos, yPos, ImageID)
{
iWidth = Size;
iHeight = Size;
iXPos = xPos;
iYPos = yPos;
bHoriDir = bHori;
bVertDir = bVert;
/*iSprID = agk::CreateSprite(0);
agk::SetSpriteColor(iSprIdx, 255, 255, 255, 255);
//agk::SetSpriteSize(iSprIdx, iSize, iSize);
agk::SetSpriteSize(iSprIdx, 64, 64);
//agk::SetSpritePosition(iSprIdx, ixPos, iyPos);
agk::SetSpritePosition(iSprIdx, ixPos, iyPos);
bInit = true;*/
iSpeed = 8;
}
void BrickBall::Update()
{
if (bInit==true)// && BatID > 0)
{
//Move Ball
agk::SetSpriteColor(iSprID, 100, 100, 100, 255);
agk::PrintC("BallX:");
agk::Print(iXPos);
if (bHoriDir == 1) //Right
{
iXPos = iXPos + iSpeed;
if (iXPos > 1024 - iWidth)
{
bHoriDir = 0;
}
}
else
{
iXPos = iXPos - iSpeed;
if (iXPos < 0)
{
bHoriDir = 1;
}
}
if (bVertDir == 1) //down
{
iYPos = iYPos + iSpeed;
if (iYPos > 768 - 64)
{
bVertDir = 0;
}
}
else
{
iYPos = iYPos - iSpeed;
if (iYPos < 0)
{
bVertDir = 1;
}
}
agk::SetSpritePosition(iSprID, iXPos, iYPos);
//END Move Ball
//Bat2Ball Collisions
/*if (agk::GetSpriteCollision(iSprID, BatID))
{
//We have collided.
//As Ball is bigger than the gap below the bat must have hit top or sides
//so just flip the vertcal direction
if (bVertDir == 1)
{
bVertDir = 0;
}
}*/
}
}
void BrickBall::Collided(int OtherSpriteToCheck)
{
if (agk::GetSpriteCollision(iSprID, OtherSpriteToCheck))
{
if (bVertDir == 1)
{
bVertDir = 0;
}
}
}
I don't know the cause of your error, but I got this exact error because I had an iterator to a vector, then I updated the vector, then I tried to dereference the iterator (e.g. access *myIterator). I'm new to C++, but it seems that if you alter a collection after getting an iterator for it, your iterator is no longer valid. You need to repoint your iterator to wherever it was.

Error creating game objects in c++

I have been working in a zombie arcade game, I am experimenting an strange problem. I created a class called GameObject and a class called Human that inherits from GameOBject, then I declared two more called; Zombie and Player. The problem is that when I create two or more characters (instances) of this four classes the game stops working, I detected that in the classes Zombie and Player the problem only occurs when I call the method update (only these classes use it). This method is supposed to control the activities of each character.
The graphics and animated sprites are managed separately from the character, they (the characters) only call some methods to control the sprite update, those orders are processed when updating the screen.
I just want you to tell me what is happening, I think the problem is in the update method of the classes Zombie and Player.
The project is divided in different files.
I don't think this matters but I am using CodeBlocks and tdm-gcc.
main.cpp:
#include "game_classes.h"
bool working = true, redraw = true;
int main(){
init_game_classes();
Player player(200, 200);
std::vector<Zombie *> zombie_list;
for(unsigned int i = 0; i < 2; i++){
Zombie *zombie = new Zombie(i * 100, 12, &player);
zombie_list.push_back(zombie);
}
while(working){
input();
if(event.type == ALLEGRO_EVENT_TIMER){//main loop
player.update();
for(unsigned int i = 0; i < zombie_list.size(); i++){
zombie_list[i]->update();
}
redraw = true;
}
else if(event.type == ALLEGRO_EVENT_DISPLAY_CLOSE){
working = false;
}
if(redraw and al_is_event_queue_empty(event_queue)){//updating display
update_animated_models();
blit_models();
update_display();
redraw = false;
}
}
for(unsigned int i = 0; i < zombie_list.size(); i++)
delete zombie_list[i];
quit();
return 0;
}
render.h:
#include <vector>
#include <stdio.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_image.h>
int global_ticks_per_frame = 0;
ALLEGRO_BITMAP *map_background = NULL;
class Model;
std::vector<Model *> model_list;
class Model{
protected:
int x = 0, y = 0, width, height;
int source_x = 0, source_y = 0, source_width, source_height;
public:
ALLEGRO_BITMAP *sheet = NULL;
bool hide = false;
int flags = 0;
Model(const char *path, int width, int height){
this->sheet = al_load_bitmap(path);
al_convert_mask_to_alpha(this->sheet, al_map_rgb(255, 0, 255));
this->source_width = al_get_bitmap_width(this->sheet);
this->source_height = al_get_bitmap_height(this->sheet);
this->width = width;
this->height = height;
model_list.insert(model_list.begin(), this);
}
Model(ALLEGRO_BITMAP *image, int width, int height){
this->sheet = image;
al_convert_mask_to_alpha(this->sheet, al_map_rgb(255, 0, 255));
this->source_width = al_get_bitmap_width(this->sheet);
this->source_height = al_get_bitmap_height(this->sheet);
this->width = width;
this->height = height;
model_list.insert(model_list.begin(), this);
}
~Model(){
al_destroy_bitmap(this->sheet);
model_list.erase(model_list.begin() + this->index());
}
void show(){
if(not this->hide){
al_draw_scaled_bitmap(this->sheet, this->source_x, this->source_y, this->source_width, this->source_height, x, y, width, height, this->flags);
}
}
void set_x(int x){
this->x = x;
}
unsigned int index(){
for(unsigned int i = 0; i < model_list.size(); i++){
if(model_list[i] == this)
return i;
}
}
bool set_y(int y){
this->y = y;
model_list.erase(model_list.begin() + this->index());
int this_relative_y = this->y + this->height;
unsigned int i = 0;
while(i < model_list.size()){
int from_list_relative_y = model_list[i]->y + model_list[i]->height;
if(this_relative_y < from_list_relative_y){
model_list.insert(model_list.begin() + i, this);
return false;
}
i += 1;
}
model_list.push_back(this);
return false;
}
int get_y(){
return this->y;
}
int get_x(){
return this->x;
}
unsigned int get_width(){
return this->width;
}
unsigned int get_height(){
return this->height;
}
};
void blit_models(){
for(unsigned int i = 0; i < model_list.size(); i++)
model_list[i]->show();
}
class AnimatedModel;
std::vector<AnimatedModel *> animated_model_list;
class AnimatedModel : public Model{
private:
unsigned int ticks_per_frame, ticks_counter = 0;
unsigned int current_frame = 0, frame_count;
public:
bool stop = false;
void set_speed(unsigned int new_speed){
this->ticks_per_frame = new_speed;
}
AnimatedModel(const char *path, unsigned int frames, unsigned int ticks_per_frame, int width, int height) : Model(path, width, height){
this->ticks_per_frame = ticks_per_frame;
this->frame_count = frames;
this->source_width /= frames;
animated_model_list.push_back(this);
}
AnimatedModel(ALLEGRO_BITMAP *image, unsigned int frames, unsigned int ticks_per_frame, int width, int height) : Model(image, width, height){
this->ticks_per_frame = ticks_per_frame;
this->frame_count = frames;
this->source_width /= frames;
animated_model_list.push_back(this);
}
~AnimatedModel(){
for(unsigned int i = 0; i < animated_model_list.size(); i++){
if(animated_model_list[i] == this){
animated_model_list.erase(animated_model_list.begin() + i);
}
}
}
void fix_sheet_looking(){
if(not this->stop)
this->source_x = this->current_frame*this->source_width;
}
void play(){
if(this->ticks_counter >= this->ticks_per_frame + global_ticks_per_frame){
this->current_frame += 1;
if(this->current_frame >= this->frame_count)
this->current_frame = 0;
this->ticks_counter = 0;
}
else{
this->ticks_counter += 1;
}
}
void update(){
if(not this->stop){
this->play();
this->fix_sheet_looking();
}
}
void set_frame(unsigned int i){
this->current_frame = i;
}
unsigned int get_frame(){
return this->current_frame;
}
};
void update_animated_models(){
for(unsigned int i = 0; i < animated_model_list.size(); i++)
animated_model_list[i]->update();
}
game_classes.h:
#include "render.h"
#include "touch.h"
#include "window_control.h"
#include <string>
#include <iostream>
ALLEGRO_BITMAP *zombie_sprite = NULL;
ALLEGRO_BITMAP *human_sprite = NULL;
void init_game_classes(){
init_window_control();
zombie_sprite = al_load_bitmap("textures/zombie/sprite.png");
human_sprite = al_load_bitmap("textures/human/sprite.png");
}
int control_key_up = ALLEGRO_KEY_UP, control_key_down = ALLEGRO_KEY_DOWN, control_key_right = ALLEGRO_KEY_RIGHT, control_key_left = ALLEGRO_KEY_LEFT;
int control_key_run = ALLEGRO_KEY_Z;
HitBoxList character_body_reg;
HitBoxList item_body_reg;
class GameObjec{
protected:
unsigned int walking_speed;
HitBoxList *last_coll_test = NULL;
int last_x, last_y;
int body_high;
int left_distance;
public:
HitBox *body = NULL;
AnimatedModel *sprite = NULL;
void set_x(int x){
this->sprite->set_x(x);
this->last_x = this->body->x;
this->body->x = x + this->left_distance;
}
void set_y(int y){
this->sprite->set_y(y);
this->last_y = this->body->y;
this->body->y = y + this->body_high;
}
int get_x(){
return this->sprite->get_x();
}
int get_y(){
return this->sprite->get_y();
}
void slide_x(short int direction){
character_body_reg.pop(this->body);
this->last_coll_test = this->body->slide_x(this->walking_speed*direction, &character_body_reg);
character_body_reg.push(this->body);
this->set_x(this->body->x - this->left_distance);
}
void slide_y(short int direction){
character_body_reg.pop(this->body);
this->last_coll_test = this->body->slide_y(this->walking_speed*direction, &character_body_reg);
character_body_reg.push(this->body);
this->set_y(this->body->y - this->body_high);
}
void show_hitbox(){
al_draw_rectangle(this->body->x, this->body->y, this->body->x + this->body->width, this->body->y + this->body->height, al_map_rgb(255, 0, 0), 1);
}
GameObjec(int x, int y, unsigned int walking_speed, const char *sprite_image_path, int frames, int ticks_per_frame, int sprite_width, int sprite_height, int body_high, int body_len){
this->walking_speed = walking_speed;
this->body_high = body_high;
this->sprite = new AnimatedModel(sprite_image_path, frames, ticks_per_frame, sprite_width, sprite_height);
this->left_distance = (this->sprite->get_width() - body_len)/2;
this->body = new HitBox;
this->sprite->set_x(x);
this->sprite->set_y(y);
this->body->width = body_len;
this->body->height = this->sprite->get_height() - this->body_high;
this->body->x = x + left_distance;
this->body->y = y + this->body_high;
this->last_x = this->body->x;
this->last_y = this->body->y;
character_body_reg.push(this->body);
}
~GameObjec(){
delete this->sprite;
character_body_reg.pop(this->body);
delete this->body;
}
void draw_hitbox(){
al_draw_rectangle(this->body->x, this->body->y, this->body->x + this->body->width, this->body->y + this->body->height, al_map_rgb(255, 0, 0), 0);
}
};
class Human : public GameObjec{
protected:
bool walking = false;
public:
Human(int x, int y, const char *sprite_image_path) : GameObjec(x, y, 2, sprite_image_path, 2, 7, 64, 80, 60, 32){}
~Human(){}
void walk_down(){
this->slide_y(1);
this->sprite->stop = false;
this->walking = true;
}
void walk_up(){
this->slide_y(-1);
this->sprite->stop = false;
this->walking = true;
}
void walk_right(){
this->slide_x(1);
this->sprite->stop = false;
this->sprite->flags = 0;
this->walking = true;
}
void walk_left(){
this->slide_x(-1);
this->sprite->stop = false;
this->sprite->flags = ALLEGRO_FLIP_HORIZONTAL;
this->walking = true;
}
};
class Player : public Human{
public:
Player(int x, int y) : Human(x, y, "textures/human/sprite.png"){
}
void control(){
if(get_key(control_key_down))
this->walk_down();
else if(get_key(control_key_up))
this->walk_up();
if(get_key(control_key_right))
this->walk_right();
else if(get_key(control_key_left))
this->walk_left();
if(not this->walking){
this->sprite->set_frame(0);
this->sprite->fix_sheet_looking();
this->sprite->stop = true;
}
if(this->last_x == this->body->x and this->last_y == this->body->y)
this->walking = false;
}
void update(){
this->control();
}
};
class Zombie : public Human{
private:
//Player *to_kill;
int to_kill_x, to_kill_y;
unsigned int walk_ticks_counter = 0, follow_ticks_counter = 0;
public:
Player *to_kill;
void fix_to_kill_position(){
if(this->to_kill){
this->to_kill_x = this->to_kill->body->x;
this->to_kill_y = this->to_kill->body->y;
}
else{
this->to_kill_x = this->body->x;
this->to_kill_y = this->body->y;
}
}
Zombie(int x, int y, Player *to_kill) : Human(x, y, "textures/zombie/sprite.png"){
this->sprite->set_speed(23);
this->walking_speed = 1;
this->to_kill = to_kill;
this->fix_to_kill_position();
}
void control(){
if(this->body->y < to_kill_y)
this->walk_down();
else if(this->body->y > to_kill_y)
this->walk_up();
if(this->body->x < to_kill_x)
this->walk_right();
else if(this->body->x > to_kill_x)
this->walk_left();
if(not this->walking){
this->sprite->set_frame(0);
this->sprite->fix_sheet_looking();
this->sprite->stop = true;
}
}
void update(){
if(this->follow_ticks_counter == 78){
this->fix_to_kill_position();
this->follow_ticks_counter = 0;
}
else{
this->follow_ticks_counter += 1;
}
if(this->walk_ticks_counter == 2){
this->control();
this->walk_ticks_counter = 0;
}
else{
this->walk_ticks_counter += 1;
}
if(this->last_x == this->body->x and this->last_y == this->body->y)
this->walking = false;
}
};

SDL Tiling situation

I am making a TBS game, at least im trying to.
So i've started off by following a tutorial on lazyfoo.net (lesson 29) on how to make a tiled environment and making my own changes along the way.
Every time i try to compile it it gives me two main errors:
No. 1: 255 error: expected primary-expression before ',' token
No. 2: 267 error: expected ';' before 'myUnit'
Here is the source code, i am fairly certain the that the problem is not with the images or the map.
CODE:
#include "SDL/SDL_image.h"
#include "SDL/SDL.h"
#include <string>
#include <fstream>
const int SCREEN_WIDTH = 600;
const int SCREEN_HEIGHT = 600;
const int SCREEN_BPP = 32;
const int FPS = 30;
const int UNIT_WIDTH = 50;
const int UNIT_HEIGHT = 50;
const int LEVEL_WIDTH = 600;
const int LEVEL_HEIGHT = 600;
const int TILE_WIDTH = 60;
const int TILE_HEIGHT = 60;
const int TOTAL_TILES = 100;
const int TILE_SPRITES = 3;
const int TILE_GRASS = 0;
const int TILE_WATER = 1;
const int TILE_MOUNTAIN = 2;
SDL_Surface *screen = NULL;
SDL_Surface *Unit = NULL;
SDL_Surface *tileMap = NULL;
SDL_Rect clips[ TILE_SPRITES ];
SDL_Event occur;
class Tile
{
private:
SDL_Rect box;
int type;
public:
Tile(int x, int y, int tileType);
void show();
int get_type();
SDL_Rect get_box();
};
class Unit
{
private:
SDL_Rect Box;
bool movement;
public:
Unit();
void handle_input();
void move( Tile *tiles[]);
void show();
};
SDL_Surface *load_image(std::string filename)
{
SDL_Surface* loadedImage = NULL;
SDL_Surface* optimizedImage = NULL;
loadedImage = IMG_Load(filename.c_str());
if(loadedImage != NULL)
{
optimizedImage = SDL_DisplayFormat( loadedImage );
SDL_FreeSurface( loadedImage );
if(optimizedImage != NULL)
{
SDL_SetColorKey(optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB(optimizedImage->format, 0,0xff,0xff));
}
}
return optimizedImage;
}
void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL)
{
SDL_Rect offset;
offset.x = x;
offset.y = y;
SDL_BlitSurface(source, clip, destination, &offset);
}
bool init()
{
if(SDL_Init(SDL_INIT_EVERYTHING) == -1)
{
return false;
}
screen = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_SWSURFACE);
if(screen == NULL)
{
return false;
}
SDL_WM_SetCaption("Strategy Game", NULL);
return true;
}
bool load_files()
{
Unit = load_image("infantry_red.png");
if(Unit == NULL)
{
return false;
}
tileMap = load_image("tilemap.png");
if( tileMap == NULL)
{
return false;
}
return 0;
}
void clean_up(Tile *tiles[])
{
SDL_FreeSurface(Unit);
SDL_FreeSurface(tileMap);
for(int t = 0;t < TOTAL_TILES; t++)
{
delete tiles[ t ];
}
SDL_Quit();
}
void clip_tiles()
{
clips[TILE_GRASS].x = 0;
clips[TILE_GRASS].y = 0;
clips[TILE_GRASS].w = TILE_WIDTH;
clips[TILE_GRASS].h = TILE_HEIGHT;
clips[TILE_WATER].x = 60;
clips[TILE_WATER].y = 0;
clips[TILE_WATER].w = TILE_WIDTH;
clips[TILE_WATER].h = TILE_HEIGHT;
clips[TILE_MOUNTAIN].x = 120;
clips[TILE_MOUNTAIN].y = 0;
clips[TILE_MOUNTAIN].w = TILE_WIDTH;
clips[TILE_MOUNTAIN].h = TILE_HEIGHT;
}
bool set_tiles( Tile *tiles[])
{
int x = 0, y = 0;
std::ifstream map("strategy_game.map");
if(map == NULL)
{
return false;
}
for(int t = 0; y < TOTAL_TILES; t++)
{
int tileType = -1;
map >> tileType;
if(map.fail() == true)
{
map.close();
return false;
}
if( (tileType >= 0) && (tileType < TILE_SPRITES))
{
tiles[t] = new Tile(x,y,tileType);
}
else
{
map.close();
return false;
}
x += TILE_WIDTH;
if(x >= LEVEL_WIDTH)
{
x = 0;
y += TILE_HEIGHT;
}
}
map.close();
return true;
}
Tile::Tile(int x, int y, int tileType)
{
box.x = x;
box.y = y;
box.w = TILE_WIDTH;
box.h = TILE_HEIGHT;
type = tileType;
}
void Tile::show()
{
apply_surface(box.x, box.y, tileMap, screen, &clips[type]);
}
int Tile::get_type()
{
return type;
}
SDL_Rect Tile::get_box()
{
return box;
}
Unit::Unit()
{
Box.x = 0;
Box.y = 0;
Box.w = UNIT_WIDTH;
Box.h = UNIT_HEIGHT;
}
SDL_Rect rect;
int mouseX,mouseY;
void Unit::handle_input()
{
if(occur.type == SDL_MOUSEBUTTONDOWN)
{
mouseX = occur.button.x;
mouseY = occur.button.y;
}
}
void Unit::move(Tile *tiles[])
{
Box.x += mouseX;
if( Box.x < 0 || Box.x + UNIT_WIDTH > LEVEL_WIDTH )
{
Box.x -= mouseX;
}
Box.y -= mouseY;
if( Box.y < 0 || Box.y + UNIT_HEIGHT > LEVEL_HEIGHT)
{
Box.y -= mouseY;
}
}
void Unit::show()
{
int BoxX;
int BoxY;
Box.x = BoxX;
Box.y = BoxY;
SDL_Rect unitOffset;
unitOffset.x = BoxX;
unitOffset.y = BoxY;
SDL_BlitSurface(Unit,NULL,screen,unitOffset);
}
Uint32 start;
int main(int argc, char* args[])
{
bool quit = false;
Unit myUnit;
Tile *tiles[TOTAL_TILES];
if(init() == false)
{
return 1;
}
if(load_files() == false)
{
return 1;
}
clip_tiles();
if( set_tiles(tiles) == false)
{
return 1;
}
while(quit == false)
{
start = SDL_GetTicks();
while(SDL_PollEvent(&occur));
{
myUnit.handle_input();
switch(occur.type)
{
case SDL_QUIT:
quit = false;
break;
}
}
myUnit.move(tiles);
for(int t = 0;t<TOTAL_TILES;t++)
{
tiles[t]->show();
}
myUnit.show();
//render
SDL_FillRect(screen,&screen->clip_rect,0);
SDL_Flip(screen);
if(1000/FPS > SDL_GetTicks() - start ){
SDL_Delay(1000/FPS - (SDL_GetTicks()-start));
}
}
clean_up( tiles );
return 0;
}
Remove semi-colon from while(SDL_PollEvent(&occur))
Change: SDL_Surface *Unit = NULL; to `SDL_Surface *unitSurf = NULL;'
Change:
Unit = load_image("infantry_red.png");
if(Unit == NULL)
{
return false;
}
to
unitSurf = load_image("infantry_red.png");
if(unitSurf == NULL)
{
return false;
}
Change: SDL_BlitSurface(Unit,NULL,screen,unitOffset); to SDL_BlitSurface(unitSurf,NULL,screen,unitOffset);
Remove the semicolon after while(SDL_PollEvent(&occur))

opengl platform bounces

recently I started a project on OpenGL in C++ and I kind of hit a snag. The player is a cube measured at 32x32 and the platforms at 32x32. When gravity comes in to place, the player falls as they should, it hits the platform, and continuously bounces up and down.
Anyways, here's my C++ code:
Player.h:
typedef void *(*ccallbackv)(void);
typedef void *(*ccallbackc)(const std::string);
const float g_gravity = 0.52f;
class Player :
public CBaseObject
{
// Variables
int m_health, m_stealth, m_maxHealth, m_maxStamina;
float jumpForce;
bool mEnabled;
ccallbackv* c_damageCallback;
ccallbackc* c_killedCallback;
bool m_isOnGround;
// Movement Variables
Vector2f velocity;
BoundingBox2D<float>* m_tilePosition, *m_oldTilePosition;
GLuint m_texture;
Level* level;
public:
Player(void);
virtual ~Player(void);
virtual void SetDamageCallbackFunc(ccallbackv* func) { this->c_damageCallback = func; }
virtual void SetKilledCallbackFunc(ccallbackc* func) { this->c_killedCallback = func; }
virtual void Kill(CBaseObject* killer = NULL);
virtual void Reset();
virtual void Tick();
virtual void Render();
virtual void KeyPress(char);
virtual void Enabled(bool v) { this->mEnabled = v; }
virtual bool isEnabled() { return this->mEnabled; }
virtual void Collision();
virtual bool OnGround(bool r) { if(r != m_isOnGround) { m_isOnGround = r; } return m_isOnGround; }
virtual void SetLevel(Level* level) { this->level = level; }
virtual Level* GetLevel() { return level; }
virtual Vector2f* getPosition(){
return &this->m_tilePosition->getVector();
}
virtual BoundingBox2D<float>* getBoundries() { return this->m_tilePosition; }
virtual void setPosition(const Vector2f position){
return this->m_tilePosition->setVector(position);
}
virtual bool IsAlive(){
return m_health > 0;
}
virtual bool HasStamina(){
return m_stealth > 0;
}
virtual void SetJumpForce(float force){ this->jumpForce = force; }
virtual float getJumpForce() { return this->jumpForce; }
};
Player.cpp:
int movement_position = 0;
float old_y = 0;
Player::Player(void)
{
this->SetTypeString("PLAYER_NON_NPC");
m_texture = ImportTexture("Player.png");
this->velocity = Vector2f(0,0);
this->m_tilePosition = new BoundingBox2D<float>(64,0,32,32);
this->mEnabled = true;
this->OnGround(false);
old_y = -5;
}
Player::~Player(void)
{
}
void Player::Kill(CBaseObject* killer){
if( this->c_killedCallback != NULL )
(*this->c_killedCallback)( std::string( "Player was killed by entity " + ( !killer->GetTypeString().empty() ) ? killer->GetTypeString()
: "unknown."));
this->m_health = 0;
}
void Player::Reset(){
this->m_health = 100;
this->m_stealth = 100;
}
void Player::Tick()
{
if(!this->mEnabled) return;
float ticks = std::toFloat(Time::getSystemTicksSeconds());
m_oldTilePosition = this->m_tilePosition;
if( GLOBALS::pressedKey == 'd' ){
velocity.setX(clamp<float>(velocity.getX() + (1.0f / 10000) * ticks, -0.05f, 0.05f));
}
else if( GLOBALS::pressedKey == 'a' ){
velocity.setX(clamp<float>(velocity.getX() - (1.0f / 10000) * ticks, -0.05f, 0.05f));
}
else {
velocity.setX(0);
}
this->Collision();
if( !m_isOnGround OR ( old_y != this->getBoundries()->getY() ) ){
velocity.addY(clamp<float>(0.0001f * ticks, -0.005f, 0.005f));
}
if(m_oldTilePosition != this->m_tilePosition)
glutPostRedisplay();
if( ( old_y == this->getBoundries()->getY() ) ) {
this->m_tilePosition->setY(old_y);
velocity.setY(0);
}
this->m_tilePosition->addVector(this->velocity);
}
void Player::KeyPress(char i){
}
void Player::Collision(){
if( this->level == NULL ) return;
float old_yc = 0;
std::vector<Tile*> mapData = this->level->GetMap();
OnGround(false);
for(unsigned int i = 0; i < mapData.size(); ++i){
BoundingBox2D<float>* source = this->getBoundries();
BoundingBox2D<float>* mapTile = mapData.at(i)->getBoundries();
Vector2f mapTileVector = mapTile->getIntersectionDepth(source);
Vector2f abs = mapTileVector.Absolute();
if( mapTileVector != Vector2f(0,0) && mapTile->IntersectsWith(source)){
if( abs.getX() > abs.getY() ){
if( old_y <= mapTile->top() )
OnGround(true);
if(m_isOnGround){
this->getBoundries()->setVector(Vector2f(this->m_tilePosition->getX(), this->m_tilePosition->getY() + mapTileVector.getY()));
old_yc = this->getBoundries()->getVector().getY();
}
}
}
}
old_y = old_yc;
}
void Player::Render()
{
if( this->m_texture == 0x0 ) return;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->m_texture);
glBegin(GL_QUADS);
::glTexCoord2f(0.0f, 0.0f); ::glVertex2f(this->m_tilePosition->getX(),this->m_tilePosition->getY());
::glTexCoord2f(0.0f, 1.0f); ::glVertex2f(this->m_tilePosition->getX(),this->m_tilePosition->getY() + this->m_tilePosition->getH());
::glTexCoord2f(1.0f, 1.0f); ::glVertex2f(this->m_tilePosition->getX() + this->m_tilePosition->getW(),this->m_tilePosition->getY() + this->m_tilePosition->getH());
::glTexCoord2f(1.0f, 0.0f); ::glVertex2f(this->m_tilePosition->getX() + this->m_tilePosition->getW(),this->m_tilePosition->getY());
glEnd();
glDisable(GL_TEXTURE_2D);
}