Error: No matching function for call to Monster::Monster() - c++

I tried to write a simple game and I accidently got errors
"No matching function for call to Monster::Monster()"
and
"No matching function for call to Player::Player()".
Both were for the Game class constructor. Class Game is not related to classes Monster or Player in any way. Here are the codes.
main.cpp
#include <game.h>
#include <iostream>
using namespace std;
int main() {
Game game = Game( );
while(!game.hasFinished( )) {
game.round( );
}
}
game.h
#ifndef GAME
#define GAME
#include <entity.h>
class Game {
private:
bool finished = false;
char area[15][15];
char defaultSign = '*';
int size = 15;
Monster monsters[4];
Player player;
int score = 0;
void cls();
void fill();
void display();
void playerMove();
public:
Game();
void round();
int getScore();
bool hasFinished();
};
#endif
game.cpp
#include <game.h>
#include <iostream>
#include <conio.h>
Game::Game() {
player = Player(7, 7);
monsters[0] = Monster(0, 0);
monsters[1] = Monster(size - 1, size - 1);
monsters[2] = Monster(size - 1, 0);
monsters[3] = Monster(0, size - 1);
}
bool Game::hasFinished() {
return !finished;
}
int Game::getScore() {
return score;
}
void Game::cls() {
for(int i = 0; i < 50; i++) {
std::cout << "\n";
}
}
void Game::fill() {
for(int i = 0; i < size; i++) {
for(int j = 0; j < size; j++) {
area[i][j] = defaultSign;
}
}
for(int i = 0; i < 4; i++) {
area[monsters[i].getX( )][monsters[i].getY( )] = monsters[i].getSign( );
}
area[player.getX( )][player.getY( )] = player.getSign( );
}
void Game::display() {
for(int i = 0; i < size; i++) {
for(int j = 0; j < size; j++) {
std::cout << area[i][j];
}
std::cout << "\n";
}
}
void Game::round() {
cls( );
fill( );
display( );
playerMove( );
for(int i = 0; i < 4; i++) {
monsters[i].moveTowards(player);
}
score++;
}
void Game::playerMove() {
bool moved = false;
while(!moved) {
char c = getch( );
if(c == 'w' || c == 'W') {
player.move(player.getX( ), player.getY( ) + 1);
moved = true;
}
if(c == 'a' || c == 'A') {
player.move(player.getX( ) - 1, player.getY( ));
moved = true;
}
if(c == 's' || c == 'S') {
player.move(player.getX( ), player.getY( ) - 1);
moved = true;
}
if(c == 'd' || c == 'D') {
player.move(player.getX( ) + 1, player.getY( ));
moved = true;
}
}
}
entity.h
#ifndef ENTITY
#define ENTITY
class Entity {
protected:
int x, y;
char sign;
public:
Entity(int xPos, int yPos);
int getX();
int getY();
void move(int xPos, int yPos);
char getSign();
};
class Player : public Entity {
private:
char sign = 'P';
public:
Player(int xPos, int yPos);
};
class Monster : public Entity {
private:
char sign = 'M';
public:
Monster(int xPos, int yPos);
void moveTowards(Entity p);
};
#endif
entity.cpp
#include <entity.h>
Entity::Entity(int xPos, int yPos) {
x = xPos;
y = yPos;
sign = '*';
}
void Entity::move(int xPos, int yPos) {
x = xPos;
y = yPos;
}
int Entity::getX() {
return x;
}
int Entity::getY() {
return y;
}
char Entity::getSign() {
return sign;
}
Player::Player(int xPos, int yPos)
: Entity(xPos, yPos) {
}
Monster::Monster(int xPos, int yPos)
: Entity(xPos, yPos) {
}
void Monster::moveTowards(Entity p) {
int moveArea[2] = {x, y};
if(x > p.getX( )) moveArea[0]--;
if(x < p.getX( )) moveArea[0]++;
if(y > p.getY( )) moveArea[1]--;
if(y < p.getY( )) moveArea[1]++;
move(moveArea[0], moveArea[1]);
}
Please, help!

The problem is
Monster monsters[4]; // ---> Means initiliaze 4 Monsters with a ctor which takes no arguments(eg default Ctor)
Player player; ---> //The initiliaze 1 Player with a ctor which take no arguments
Since you defined Monster(int xPos, int yPos); default Ctors are deleted. You have to define them yourself. Entity has the same problem. I compiled your code , if you do like below it will work.
Add "Entity() = default;" , initiliaze x and y like below,
class Entity {
protected:
int x = 0; --> Critical
int y = 0; --> Critical
char sign;
public:
Entity() = default; --> Critical
Entity(int xPos, int yPos);
int getX();
int getY();
void move(int xPos, int yPos);
char getSign();
};
Do the same for player and monster
class Monster : public Entity {
private:
char sign = 'M';
public:
Monster(int xPos, int yPos);
Monster() = default; --> Critical
void moveTowards(Entity p);
};
class Player : public Entity {
private:
char sign = 'P';
public:
Player() = default; --> Critical
Player(int xPos, int yPos);
};

You should add a default constructor to your Monster class because it's implicitly called when the Monster array is initialized. If you don't want to do that for some reason, you could change the Monster array contain raw or smart pointers to Monster objects.

Related

SFML c++ How change Sprites per Primitives on Asteroid Game Code(Have Sprite Code Working)

I have some code that when compiled, runs an Asteroid Game. I want to make some changes. In place of sprites for the ship, I would like to use trianges. For a bullet, I'd like to use a small rectangle, and finally, a polygon for the asteroids. The code uses an Entity Master Class with a list. Can somebody please elaborate on how to make these changes?
#include <SFML/Graphics.hpp>
#include <time.h>
#include <list>
using namespace sf;
const int W = 1200;
const int H = 800;
float DEGTORAD = 0.017453f;
class Animation
{
public:
float Frame, speed;
Sprite sprite;
std::vector<IntRect> frames;
Animation(){}
Animation (Texture &t, int x, int y, int w, int h, int count, float Speed)
{
Frame = 0;
speed = Speed;
for (int i=0;i<count;i++)
frames.push_back( IntRect(x+i*w, y, w, h) );
sprite.setTexture(t);
sprite.setOrigin(w/2,h/2);
sprite.setTextureRect(frames[0]);
}
void update()
{
Frame += speed;
int n = frames.size();
if (Frame >= n) Frame -= n;
if (n>0) sprite.setTextureRect( frames[int(Frame)] );
}
bool isEnd()
{
return Frame+speed>=frames.size();
}
};
class Entity
{
public:
float x,y,dx,dy,R,angle;
bool life;
std::string name;
Animation anim;
Entity()
{
life=1;
}
void settings(Animation &a,int X,int Y,float Angle=0,int radius=1)
{
anim = a;
x=X; y=Y;
angle = Angle;
R = radius;
}
virtual void update(){};
void draw(RenderWindow &app)
{
anim.sprite.setPosition(x,y);
anim.sprite.setRotation(angle+90);
app.draw(anim.sprite);
CircleShape circle(R);
circle.setFillColor(Color(255,0,0,170));
circle.setPosition(x,y);
circle.setOrigin(R,R);
//app.draw(circle);
}
virtual ~Entity(){};
};
class asteroid: public Entity
{
public:
asteroid()
{
dx=rand()%8-4;
dy=rand()%8-4;
name="asteroid";
}
void update()
{
x+=dx;
y+=dy;
if (x>W) x=0; if (x<0) x=W;
if (y>H) y=0; if (y<0) y=H;
}
};
class bullet: public Entity
{
public:
bullet()
{
name="bullet";
}
void update()
{
dx=cos(angle*DEGTORAD)*6;
dy=sin(angle*DEGTORAD)*6;
// angle+=rand()%7-3; /*try this*/
x+=dx;
y+=dy;
if (x>W || x<0 || y>H || y<0) life=0;
}
};
class player: public Entity
{
public:
bool thrust;
player()
{
name="player";
}
void update()
{
if (thrust)
{ dx+=cos(angle*DEGTORAD)*0.2;
dy+=sin(angle*DEGTORAD)*0.2; }
else
{ dx*=0.99;
dy*=0.99; }
int maxSpeed=15;
float speed = sqrt(dx*dx+dy*dy);
if (speed>maxSpeed)
{ dx *= maxSpeed/speed;
dy *= maxSpeed/speed; }
x+=dx;
y+=dy;
if (x>W) x=0; if (x<0) x=W;
if (y>H) y=0; if (y<0) y=H;
}
};
bool isCollide(Entity *a,Entity *b)
{
return (b->x - a->x)*(b->x - a->x)+
(b->y - a->y)*(b->y - a->y)<
(a->R + b->R)*(a->R + b->R);
}
int main()
{
srand(time(0));
RenderWindow app(VideoMode(W, H), "Asteroids!");
app.setFramerateLimit(60);
Texture t1,t2,t3,t4,t5,t6,t7;
t1.loadFromFile("images/spaceship.png");
t2.loadFromFile("images/background.jpg");
t3.loadFromFile("images/explosions/type_C.png");
t4.loadFromFile("images/rock.png");
t5.loadFromFile("images/fire_blue.png");
t6.loadFromFile("images/rock_small.png");
t7.loadFromFile("images/explosions/type_B.png");
t1.setSmooth(true);
t2.setSmooth(true);
Sprite background(t2);
Animation sExplosion(t3, 0,0,256,256, 48, 0.5);
Animation sRock(t4, 0,0,64,64, 16, 0.2);
Animation sRock_small(t6, 0,0,64,64, 16, 0.2);
Animation sBullet(t5, 0,0,32,64, 16, 0.8);
Animation sPlayer(t1, 40,0,40,40, 1, 0);
Animation sPlayer_go(t1, 40,40,40,40, 1, 0);
Animation sExplosion_ship(t7, 0,0,192,192, 64, 0.5);
std::list<Entity*> entities;
for(int i=0;i<15;i++)
{
asteroid *a = new asteroid();
a->settings(sRock, rand()%W, rand()%H, rand()%360, 25);
entities.push_back(a);
}
player *p = new player();
p->settings(sPlayer,200,200,0,20);
entities.push_back(p);
/////main loop/////
while (app.isOpen())
{
Event event;
while (app.pollEvent(event))
{
if (event.type == Event::Closed)
app.close();
if (event.type == Event::KeyPressed)
if (event.key.code == Keyboard::Space)
{
bullet *b = new bullet();
b->settings(sBullet,p->x,p->y,p->angle,10);
entities.push_back(b);
}
}
if (Keyboard::isKeyPressed(Keyboard::Right)) p->angle+=3;
if (Keyboard::isKeyPressed(Keyboard::Left)) p->angle-=3;
if (Keyboard::isKeyPressed(Keyboard::Up)) p->thrust=true;
else p->thrust=false;
for(auto a:entities)
for(auto b:entities)
{
if (a->name=="asteroid" && b->name=="bullet")
if ( isCollide(a,b) )
{
a->life=false;
b->life=false;
Entity *e = new Entity();
e->settings(sExplosion,a->x,a->y);
e->name="explosion";
entities.push_back(e);
for(int i=0;i<2;i++)
{
if (a->R==15) continue;
Entity *e = new asteroid();
e->settings(sRock_small,a->x,a->y,rand()%360,15);
entities.push_back(e);
}
}
if (a->name=="player" && b->name=="asteroid")
if ( isCollide(a,b) )
{
b->life=false;
Entity *e = new Entity();
e->settings(sExplosion_ship,a->x,a->y);
e->name="explosion";
entities.push_back(e);
p->settings(sPlayer,W/2,H/2,0,20);
p->dx=0; p->dy=0;
}
}
if (p->thrust) p->anim = sPlayer_go;
else p->anim = sPlayer;
for(auto e:entities)
if (e->name=="explosion")
if (e->anim.isEnd()) e->life=0;
if (rand()%150==0)
{
asteroid *a = new asteroid();
a->settings(sRock, 0,rand()%H, rand()%360, 25);
entities.push_back(a);
}
for(auto i=entities.begin();i!=entities.end();)
{
Entity *e = *i;
e->update();
e->anim.update();
if (e->life==false) {i=entities.erase(i); delete e;}
else i++;
}
//////draw//////
app.draw(background);
for(auto i:entities) i->draw(app);
app.display();
}
return 0;
}
it is not really relevant question to be asked here,
but take a look at this part of code:
Texture t1,t2,t3,t4,t5,t6,t7;
t1.loadFromFile("images/spaceship.png");
t2.loadFromFile("images/background.jpg");
t3.loadFromFile("images/explosions/type_C.png");
t4.loadFromFile("images/rock.png");
t5.loadFromFile("images/fire_blue.png");
t6.loadFromFile("images/rock_small.png");
t7.loadFromFile("images/explosions/type_B.png");

Error invalid new-expression of abstract class type FancyPlayer cpp

i have this code at main.cpp :
#include <iostream>
#include <limits>
#include <conio.h>
#include "Ghost/SmartGhost/SmartGhost.h"
#include "Player/Player.h"
#include "PlayerInfo/PlayerInfo.h"
#include "GameBoard/GameBoard.h"
#include "ManualPlayer/ManualPlayer.h"
#include <vector>
using namespace std;
class Position {
public:
int x;
int y;
Position();
Position(int xo,int yo) {x=xo; y=yo;} };
class FancyPlayer : public Player
{
private: vector<Position> visited; //vector of visited nodes int size[2]; //width and height of maze Position start; vector <Position> path; //last visited node(backtrack) public:
void init(int width,int height,int x,int y) {
size[0]=width;
size[1]=height;
start.x=x; //starting position
start.y=y; visited.push_back(Position(start.x,start.y)); path.push_back(Position(start.x,start.y)); }
bool isValid(char ** ViewAround,int x,int y) {
return (ViewAround[x][y]!='#' && ViewAround[x][y]!='*'); }
bool isvisited(int x,int y){
bool f=false;
for(int i=0;i<visited.size();i++) {
if (visited[i].x==x && visited[i].y==y)
f=true;
} return f; }
int getMove(char** ViewAround) {
if (isValid(ViewAround,1,2) && !isvisited(start.x-1,start.y))
{
visited.push_back(Position(start.x-1,start.y));
path.push_back(Position(start.x-1,start.y));
start.x--;
return 0; }
else if (isValid(ViewAround,3,2) && !isvisited(start.x+1,start.y))
{
visited.push_back(Position(start.x+1,start.y));
path.push_back(Position(start.x+1,start.y));
start.x++;
return 1; } else if (isValid(ViewAround,2,3) && !isvisited(start.x,start.y+1))
{
visited.push_back(Position(start.x,start.y+1));
path.push_back(Position(start.x,start.y+1));
start.y++;
return 2; } else if (isValid(ViewAround,2,1) && !isvisited(start.x,start.y-1))
{
visited.push_back(Position(start.x,start.y-1));
path.push_back(Position(start.x,start.y-1));
start.y--;
return 3; } else
{
if (path[path.size()-1].x<start.x){
path.pop_back();
start.x++;
return 1;
}
if (path[path.size()-1].x>start.x){
path.pop_back();
start.x--;
return 0;
}
if (path[path.size()-1].y<start.y){
path.pop_back();
start.y++;
return 2; }
if (path[path.size()-1].y>start.y){
path.pop_back();
start.y--;
return 3;
}
}
}
std::string getName() { return std::string("mplampla"); }
std::string getId() { return std::string("cs141065"); }
};
int main() {
std::vector<ObjectInfo *> PlayersVector; //vector with players engaged
PlayersVector.push_back(new PlayerInfo(*new FancyPlayer(), 'A')); //Erase the comments to play with keyboard
PlayersVector.push_back(new PlayerInfo(*new StupidPlayer(), 'B')); //Fool Standby player
PlayersVector.push_back(new PlayerInfo(*new StupidPlayer(), 'C')); //Fool Standby player
PlayersVector.push_back(new PlayerInfo(*new StupidPlayer(), 'D')); //Fool Standby player
GameBoard *MainGameObject; //Main Game Object
InfoBoard *ptrToInfoBoard = new InfoBoard();
for (int j = 0; j < PlayersVector.size(); ++j) {
ptrToInfoBoard->addPlayer(*static_cast<PlayerInfo *>(PlayersVector[j]));
}
std::ostringstream he;
std::vector<std::string>*ptr = GameBoard::getMapFileNames(DEVCPP_PATH);
for (unsigned int i = 0; i < ptr->size(); ++i) {
he<<DEVCPP_PATH<<ptr->operator[](i);
for (int j = 0; j < EATCH_MAP_PLAY_TIMES; ++j) {
MainGameObject=new GameBoard(true,he.str().c_str(),PlayersVector,EXETASI_MODE,ptrToInfoBoard);
MainGameObject->StartGame();
delete(MainGameObject);
getchar();
}
he.str("");
}
while(1); }
Player.h code :
#ifndef GHOST_PLAYER_H
#define GHOST_PLAYER_H
#include <iostream>
#include <windows.h>
class Player{
private:
public:
Player(){}
virtual std::string getName()=0 ;
virtual std::string getId()=0 ;
virtual int getMove(const char **ViewAround)=0;
virtual void init(int width,int height,int CurrentX,int CurrentY )=0;
};
#endif //GHOST_PLAYER_H
When i am putting at main the
*new FancyPlayer(), 'A')) i am getting an error that telling "[Error] invalid new-expression of abstract class type 'FancyPlayer'" , if i put this line in comment the code works properly...
the stupidplayer code :
StupidPlayer.h :
#ifndef GHOST_STUPIDPLAYER_H
#define GHOST_STUPIDPLAYER_H
#include "../Player/Player.h"
#include "../Move.h"
class StupidPlayer: public Player {
int getMove(const char **ViewAround);
void init(int width,int height,int x,int y);
std::string getName();
std::string getId();
};
#endif //GHOST_STUPIDPLAYER_H
StupidPlayer.cpp :
#include <cstdlib>
#include "StupidPlayer.h"
#include <fstream>
int StupidPlayer::getMove(const char **ViewAround) {
std::ofstream he("inner.txt");
for (int i = 0; i < 5; ++i) {
for (int j = 0; j < 5; ++j) {
he<<ViewAround[i][j];
}
he<<'\n';
}
return STAND;
}
void StupidPlayer::init(int width, int height, int x, int y) {
}
std::string StupidPlayer::getName() {
return std::string("StupidPlayer");
}
std::string StupidPlayer::getId() {
return std::string("cs161119");
}
i cant see any difference between stupidplayer and fancy... what can i do... in order to make fancy works properly... it may be a problem that have 2 classes in use for fancy?

why when accessing data from the base class from a derived class does it return nonsense (pointer data i think)

I am making a collision detection system for a text based game using co-ordinates. I am trying to retrieve the x and y positions of my player and an array of monsters. The co-ordinates are held in a bass class Character. when i try to retrieve the data it returns Xpos -858993460 which i am assuming is comming from the pointers i am using.
#include <iostream>
#include <ctime>
#include <cstdlib>
using namespace std;
const int MON_SIZE = 10;
monster* monArr[MON_SIZE];
player player1;
bool collision();
int main(){
void initialise();
player1.moveChar(3, 6);
bool temp;
temp = collision();
if (temp = true){
cout << endl << "collision detected" << endl;
}
system("pause");
return 0;
}
void initialise()
{
srand(time(NULL));
for (int i = 0; i < 10; i++)
{
int inx = rand() % 9;
int iny = rand() % 9;
monArr[i] = new monster();
monArr[i]->moveChar(inx, iny);
}
}
bool collision()
{
bool collision;
for (int i = 0; i < 10; i++)
{
int mx, my, px, py;
monArr[i]->getPos(mx, my);
player1.getPos(px, py);
if (mx == px && my == py)
{
collision = true;
cout << endl << mx << " " << my << endl;
}else collision = false;
}
return collision;
}
#pragma once
#include "character.h"
class player :
public character
{
private:
public:
player();
~player();
};
#pragma once
#include "character.h"
class monster :
public character
{
public:
monster();
~monster();
private:
};
#include "character.h"
#include <iostream>
using namespace std;
character::character()
{
xpos = 0;
ypos = 0;
}
character::~character()
{
}
void character::moveChar(int Xpos, int Ypos)
{
xpos = Xpos;
ypos = Ypos;
}
void character::printPos(){
cout << "Position: " << xpos << " . " << ypos << endl;
}
void character::getPos(int& Xpos, int& Ypos){
Xpos= xpos;
Ypos= ypos;
}
#pragma once
class character
{
public:
character();
~character();
void moveChar(int Xpos, int Ypos);
void printPos();
void getPos(int& Xpos, int& Ypos);
protected:
int xpos;
int ypos;
};
int main(){
void initialise();
...
The above does not call the function initialize. Although you did not post that function, I suppose it initializes your arrays and variables... Write instead:
int main(){
initialise();
...
And move the definition of initialize() to before main, or at least put a declaration of its prototype.
Change your charactoer::getPos function to this:
void character::getPos(int& Xpos, int& Ypos){
Xpos = xpos;
Ypos = ypos;
}
The statement Xpos *= xpos is equivalent to Xpos = Xpos * xpos. This is not what you want, especially since your Xpos argument is not initialize.

My object is being destructed right after being constructed

I'm trying to construct a two-dimensional boolean array with a class I've created called Grid. The Grid object is a private member class of another class called GameOfLife. Whenever I create a GameOfLife object with the parameters belove, the Grid object first gets created with the default constructor, then it gets created again with the constructor with parameters, and then for some reason Grid's deconstructor runs and deletes everything ? I'm really out of ideas :p I'm running MinGW GCC on Eclipse Luna.
Main.cpp
const int HEIGHT = 25;
const int WIDTH = 25;
#include <iostream>
#include "GameOfLife.h"
int main(int argc, const char * argv[]) {
GameOfLife game = GameOfLife(HEIGHT, WIDTH, false);
game.play();
return 0;
}
Grid.h
#ifndef __Game_Of_Life__Grid__
#define __Game_Of_Life__Grid__
#include <stdio.h>
class Grid {
public:
Grid(int y, int x, bool state);
Grid();
void allocate(int x, int y, bool state);
void deallocate();
void set(int x, int y, bool state);
bool get(int x, int y);
void setAll(bool state);
void switchBoards();
~Grid();
private:
bool ** oldGeneration;
bool ** newGeneration;
int height;
int width;
};
#endif /* defined(__Game_Of_Life__Grid__) */
Grid.cpp
#include "Grid.h"
Grid::Grid(int y, int x, bool state) {
allocate(x, y, state);
}
void Grid::allocate(int x, int y, bool state) {
height = y;
width = x;
oldGeneration = new bool*[height];
newGeneration = new bool*[height];
for (int i = 0; i < height; i++) {
oldGeneration[i] = new bool[width];
newGeneration[i] = new bool[width];
}
}
Grid::~Grid() {
deallocate();
}
void Grid::switchBoards() {
bool ** temp = oldGeneration;
oldGeneration = newGeneration;
newGeneration = temp;
delete temp;
}
bool Grid::get(int x, int y) {
return oldGeneration[y][x];
}
void Grid::set(int x, int y, bool state) {
newGeneration[y][x] = state;
}
void Grid::deallocate() {
if (oldGeneration != NULL || newGeneration != NULL) {
for (int i = 0; i < height; i++) {
delete [] oldGeneration[i];
delete [] newGeneration[i];
}
delete [] oldGeneration;
delete [] newGeneration;
}
return;
}
Grid::Grid() {
oldGeneration = NULL;
newGeneration = NULL;
width = 0;
height = 0;
}
void Grid::setAll(bool state) {
for (int i = 0; i < height; i++) {
for (int n = 0; n < width; n++) {
newGeneration[i][n] = state;
}
}
}
GameOfLife.h
#ifndef __Game_Of_Life__GameOfLife__
#define __Game_Of_Life__GameOfLife__
#include <stdio.h>
#include "Grid.h"
#include <iostream>
class GameOfLife {
private:
Grid board;
public:
GameOfLife(int y, int x, bool state);
GameOfLife();
~GameOfLife();
void play();
void welcome();
void makeBoard();
void updateBoard();
int findAliveNeighbours(int x, int y);
};
#endif /* defined(__Conway__GameOfLife__) */
GameOfLife.cpp
#include "GameOfLife.h"
const int WIDTH = 100;
const int HEIGHT= 75;
GameOfLife::GameOfLife(int y, int x, bool state) {
board = Grid(y, x, state);
}
GameOfLife::GameOfLife() {
board = Grid();
}
GameOfLife::~GameOfLife() {
board.deallocate();
}
void GameOfLife::play() {
welcome();
makeBoard();
for (int i = 0; i < HEIGHT; i++) {
for (int n = 0; n < WIDTH; n++) {
std::cout << board.get(n,i) << " ";
}
std::cout << std::endl;
}
updateBoard();
std::cout << std::endl;
for (int i = 0; i < HEIGHT; i++) {
for (int n = 0; n < WIDTH; n++) {
std::cout << board.get(n,i) << " ";
}
std::cout << std::endl;
}
}
void GameOfLife::makeBoard() {
int x1,x2,x3,x4, y1,y2,y3,y4;
x1 = 10; y1 = 10;
x2 = 10; y2 = 11;
x3 = 10; y3 = 12;
x4 = 11; y4 = 13;
int x5 = 0; int y5 = 0;
board.set(x1, y1, true);
board.set(x2, y2, true);
board.set(x3, y3, true);
board.set(x4, y4, true);
board.set(x5, y5, true);
}
void GameOfLife::welcome() {
std::cout << "Welcome to Conway's Game Of Life"
<< std::endl;
}
GameOfLife::GameOfLife(int y, int x, bool state) {
// board is a member variable that gets initialized
// with the default constructor.
// Then it gets replaced by assignment with a different
// Grid object. The temporary object gets deleted at
// the end of the line.
board = Grid(y, x, state);
}
Change the implementation to:
GameOfLife::GameOfLife(int y, int x, bool state) : board(y, x, state) {}
Similarly, change the default constructor to:
GameOfLife::GameOfLife() {}
The more important problem that needs to be fixed is that you are breaking The Rule of Three.
You need to add proper implementations of the copy constructor and the copy assignment opertor in Grid.
The other, and better, option is to change the internal data of Grid to
std::vector<std::vector<bool>> oldGeneration;
std::vector<std::vector<bool>> newGeneration;
Then, the compiler generated copy constructor and copy assignment operator will be good enough.

CX0030: Error: Expression cannot be evaluated

I cannot modify the member values of a class object because of the above error:
When I call my initialize function to initialize my "garo" object, I receive the following run-time error,
"Unhandled exception at 0x01323976 in Heretic.exe: 0xC0000005: Access violation reading location 0x00000008."
NOTE: The class Garo is a child of Object.
THE CODE
Garo.h
#pragma once
#include "Object.h"
class Garo : public Object
{
private:
int animationRow;
public:
Garo();
void Destroy();
void Init(ALLEGRO_BITMAP *image = NULL);
void Update();
void Render();
void MoveLeft();
void MoveRight();
void Idle();
void SetAnimationRow(int row);
};
Garo.cpp
#include "Garo.h"
Garo::Garo()
{
Object::Init(20, 200, 3, 0, 0, 0, 16, 24);
}
void Garo::Init(ALLEGRO_BITMAP *image)
{
Object::Init(20, 200, 3, 0, 0, 0, 16, 24);
SetID(PLAYER);
SetAlive(true);
maxFrame = 3;
curFrame = 0;
frameWidth = 32;
frameHeight = 48;
animationColumns = 4;
animationDirection = 1;
animationRow = 0;
if(image != NULL)
Garo::image = image;
}
... the rest has been abbreviated
Object.h
#pragma once
#include <iostream>
#include <allegro5/allegro5.h>
#include <allegro5/allegro_primitives.h>
#include "Globals.h"
class Object
{
private:
int ID;
bool alive;
bool collidable;
protected:
float x;
float y;
float velX;
float velY;
int dirX;
int dirY;
int boundX;
int boundY;
int maxFrame;
int curFrame;
int frameCount;
int frameDelay;
int frameWidth;
int frameHeight;
int animationColumns;
int animationDirection;
ALLEGRO_BITMAP *image;
public:
Object();
void virtual Destroy();
void Init(float x, float y, float velX, float velY, int dirX, int dirY, int boundX, int boundY);
void virtual Update();
void virtual Render();
float GetX() {return x;}
float GetY() {return y;}
void SetX(float x) {Object::x = x;}
void SetY(float y) {Object::y = y;}
int GetBoundX() {return boundX;}
int GetBoundY() {return boundY;}
int GetID() {return ID;}
void SetID(int ID) {Object::ID = ID;}
bool GetAlive() {return alive;}
void SetAlive(bool alive) {Object::alive = alive;}
bool GetCollidable() {return collidable;}
void SetCollidable(bool collidable) {Object::collidable = collidable;}
bool CheckCollisions(Object *otherObject);
void virtual Collided(int objectID);
bool Collidable();
};
Object.cpp
#include "Object.h"
Object::Object()
{
x = 0;
y = 0;
velX = 0;
velY = 0;
dirX = 0;
dirY = 0;
boundX = 0;
boundY = 0;
maxFrame = 0;
curFrame = 0;
frameCount = 0;
frameDelay = 0;
frameWidth = 0;
frameHeight = 0;
animationColumns = 0;
animationDirection = 0;
image = NULL;
alive = true;
collidable = true;
}
void Object::Init(float x, float y, float velX, float velY, int dirX, int dirY, int boundX, int boundY)
{
std::cout << "HERE?" << std::endl;
Object::x = x;
Object::y = y;
Object::velX = velX;
Object::velY = velY;
Object::dirX = dirX;
Object::dirY = dirY;
Object::boundX = boundX;
Object::boundY = boundY;
}
The Calling Code
Garo *garo;
// ...
garo->Init(garo_img);
This is where I receive the run-time error. I'm using Allegro libraries, so feel free to ask about any weird types you may see. I am stilling learning C++, so please help me to understand in rudimentary terms.
You need to instantiate an object instance to operate on. For example:
garo = new Garo();
By missing this out you are trying to invoke methods on an uninitialized variable. You should probably consider using some form of smart pointer to ensure that the object is destroyed.