I'm working on a simple 2d game engine, and am trying to set up a system where the player model can move behind certain objects. Every time an non-player object is blitted to the screen, its X and Y are recorded in an array so they can be used later. As such, I have set up a system where if the player X and player Y are relative to an environmental object's X and Y in a certain way, the environmental object is not immediately blitted (Normally, it would be immediately blitted before the player character so that the player character is above the object). Instead of being blitted, I have a true value be handed to a boolean array. I have an int variable that gets 1 larger every time an object is blitted so that the different X, Y and boolean values are associated with a certain position in the array. Essentially, the system looks like this:
HDcounter += 1;
forbiddenX[HDcounter] = modelX[modelNumber] + modelXChange;
forbiddenY[HDcounter] = modelY[modelNumber] + modelYChange;
forbiddenSpriteWidth[HDcounter] = 100;
forbiddenSpriteHeight[HDcounter] = 200;
forbiddenSpriteDepth[HDcounter] = 25;
if((forbiddenX[HDcounter] <= playerXE + forbiddenSpriteWidth[HDcounter]) && (forbiddenX[HDcounter] + forbiddenSpriteWidth[HDcounter] >= playerXE) && (forbiddenY[HDcounter] <= playerYE + forbiddenSpriteWidth[HDcounter]) && (forbiddenY[HDcounter] + forbiddenSpriteHeight[HDcounter] >= playerYE + 77))
{
pineTreeBlitAP = true;
blitModelAP[HDcounter] = true;
}
else
{
modelIMAGE = IBFobjectENVIRO.loadIMG("pineTree.png");
IBFobjectENVIRO.blitIMG(modelX[modelNumber] + modelXChange, modelY[modelNumber] + modelYChange, windowMODELS, modelIMAGE, 0, 0, 200, 200);
}
The problem is that when I try to use the boolean array to blit the model after the player, it does not seem to work. I can get something to happen when the player X and Y hits the threshold, but I cannot seem to get the true value recorded inside the boolean array and then used by my function.
This is the function where it is used:
void enviroment::blitEnviroModelsAP(SDL_Surface* BAPwindow, int modelAmount)
{
SDL_Surface* modelAPimage;
for(int model = 0; model < modelAmount; model++)
{
if((pineTreeBlitAP == true) && (blitModelAP[model] == true))
{
modelAPimage = IBFobjectENVIRO.loadIMG("pineTree.png");
IBFobjectENVIRO.blitIMG(forbiddenX[model], forbiddenY[model], BAPwindow, modelAPimage, 0, 0, 200, 200);
}
}
}
I get that this is probably a totally noob question, I just want some kind of help with this as I have been stuck for nearly a week.
Edit: Here are how my arrays are declared.
int forbiddenX[2000] = {0};
int forbiddenY[2000] = {0};
int forbiddenSpriteHeight[2000] = {0};
int forbiddenSpriteWidth[2000] = {0};
int forbiddenSpriteDepth[2000] = {0};
int blitModelAP[2000] = {false};
Related
Good morning.
Im learning some concepts about inheritance and consoles manipulation.
Im pretty beginner as you could see.
So Im trying to have a single character drawn on a console and I want its position to be updated.
Now please note that I know my code is probably very bad in multiple ways and that there are probably hundreds better completely alternative ways to do this, but I want to understand some inheritance concepts first and why it doesn't work the way it is.
So, I draw my player character "X" on the console, then I update its position calling a specific member method to move it.
Now, because I made it that Player class expand DrawConsole class, I would like to call drawConsole on the Player instance.
When I do this, I have that playerA instance have its position coordinates actually updated, but the reference to the player instance have now two member called 'position', as you can see on the image.
How can I say to choice the playerA one without completely remake the code or use a completely different approach?
Or maybe simply I cant and I have actually complete change the approach?
Hope I was able to comunicate what my doubt actually is.
Here is the code
#include <ctime>
#include <cstdlib>
#include "windows.h"
#define width 100
#define height 15
class StaticBuffer
{
public:
StaticBuffer() { srand(time(0)); }
void loadBackGround(CHAR_INFO *backGround, int swidth, int sheight)
{
for (int y = 0; y < sheight; y++)
{
int rnd = rand() % 100 + 1;
for (int x = 0; x < swidth; x++)
if (y == 0 || y == sheight - 1)
{
backGround[y * swidth + x].Char.AsciiChar = (unsigned char)127;
backGround[y * swidth + x].Attributes = (unsigned char)23;
}
else if (x > 4 * rnd && x < (4 * rnd) + 5 || x > 4 * rnd / 2 && x < (4 * rnd / 2) + 5)
{
backGround[y * swidth + x].Char.AsciiChar = (unsigned char)178;
backGround[y * swidth + x].Attributes = (unsigned char)12;
}
else
{
backGround[y * swidth + x].Char.AsciiChar = 32;
backGround[y * swidth + x].Attributes = (unsigned char)3;
}
}
}
private:
};
class DrawConsole
{
public:
DrawConsole()
{
wConsole = GetStdHandle(STD_OUTPUT_HANDLE);
rConsole = GetStdHandle(STD_INPUT_HANDLE);
windowSizeInit = {0, 0, 30, 10};
windowSize = {0, 0, bufferSize.X - 1, bufferSize.Y - 1};
backGround = new CHAR_INFO[bufferSize.X * bufferSize.Y];
obstacle = new CHAR_INFO[bufferSize.X * bufferSize.Y];
inputBuffer = new INPUT_RECORD[4];
drawBackGround.loadBackGround(backGround, bufferSize.X, bufferSize.Y);
nInputWritten = 0;
nOutputWritten = 0;
playerString[0] = L'X';
charLenght = 1;
position = {10,13};
}
void drawConsole()
{
wConsole = GetStdHandle(STD_OUTPUT_HANDLE);
rConsole = GetStdHandle(STD_INPUT_HANDLE);
SetConsoleWindowInfo(wConsole, TRUE, &windowSizeInit);
wConsole = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleScreenBufferSize(wConsole, bufferSize);
SetConsoleWindowInfo(wConsole, TRUE, &windowSize);
WriteConsoleOutputA(wConsole, backGround, bufferSize, {0,0}, &windowSize);
WriteConsoleOutputCharacterW(wConsole, playerString, charLenght, position, &nOutputWritten);
}
void drawChar()
{
WriteConsoleOutputA(wConsole, backGround, bufferSize, {0,0}, &windowSize);
WriteConsoleOutputCharacterW(wConsole, playerString, charLenght, position, &nOutputWritten);
}
protected:
HANDLE wConsole;
HANDLE rConsole;
COORD bufferSize{width, height};
SMALL_RECT windowSizeInit;
SMALL_RECT windowSize;
CHAR_INFO *backGround;
CHAR_INFO *obstacle;
INPUT_RECORD *inputBuffer;
DWORD nInputWritten;
DWORD nOutputWritten;
DWORD charLenght;
StaticBuffer drawBackGround;
wchar_t playerString[2];
COORD position;
};
class Player :public DrawConsole
{
public:
Player()
{
position.X = 20;
position.Y = height - 2;
}
void movePlayerRight()
{
for (int i = 0; i < 3; i++)
position.X += 1;
}
COORD getPositionC() { return position; }
private:
COORD position;
};
Player *playerA = new Player;
DrawConsole *myConsole = new DrawConsole;
int main()
{
myConsole->drawConsole();
while (true)
{
//Sleep(5000);
playerA->movePlayerRight();
playerA->drawChar();
}
}
It depends on what you really want. If the idea is that both variables represent the same concept, you shouldn't have to re-define it in the derived class, because it is "protected" in the base class so the derived class is able to access it.
If the variables represent different things, but they happen to have the same name (which, by the way, would be a bad idea), you can qualify it with the class the variable has been defined in. So, for instance, you could do:
DrawConsole::position.X += 1;
To modify the position variable declared in DrawConsole and:
Player::position.X += 1;
To modify the position variable declared in Player
But, as I said before, I would try to avoid having two variables with the same name because it can easily result in errors.
UPDATE:
If you want to maintain the inheritance as is, just remove the attribute position from Player. The reason is as follows:
Currently, when you call drawChar, you are executing code that is in the DrawConsole class (Player itself does not define a drawChar method). This code cannot access Player::position because a method in a parent class cannot access an attribute in a child class (even if you are calling the method from an instance of the child class), so it only sees DrawConsole::position and that is the variable that it is using.
But when you call movePlayerRigth in an instance of Player, the code that is being executed is a method in the Player class. This method tries to access a position attribute and it finds out that there are two possibilities: DrawConsole::position and Player::position. In this case, it chooses Player::position because it is defined in the same class.
So, you have a method that draws the console based on DrawConsole::position and another method that modifies Player::position. This can't work and in fact if you run it, you will see that the X is not moving.
If you remove the position variable from Player, in movePlayerRight when you try to access the variable position, the code will see that Player does not define a position attribute, but it realizes that its parent class (DrawConsole) does indeed define a position attribute, and with protected access. Being protected means that code in child classes can access it directly, and so movePlayerRight will modify DrawConsole::position. In this case, both drawChar and movePlayerRight will access the same variable and it will work as expected.
So, if you want it this way, remove from the Player class the line:
COORD position;
And you will see that the code compiles and works as expected (the X moves right) because now the code in Player and the code in DrawConsole are accessing both the same variable (DrawConsole::position).
I am trying to develop a simple evolution algorithm in C++. To make my calculations faster I decided to use async functions to run multiple calculations at once:
std::vector<std::future<int> > compute(8);
unsigned nptr = 0;
int syncp = 0;
while(nptr != network::networks.size()){
compute.at(syncp) = std::async(&network::analyse, &network::networks.at(nptr), data, width, height, sw, dFnum.at(idx));
syncp++;
if(syncp == 8){
syncp = 0;
for(unsigned i = 0; i < 8; i++){
compute.at(i).get();
}
}
nptr++;
}
This is how I start my calculating function. The function is called analyse, and for each "network" it assigns a score depending on how good it identifies the image.
This is part of the analyse function:
for(unsigned i = 0; i < entry.size(); i++){
double sum = 0;
data * d = &entry.at(i);
pattern * p = &pattern::patterns.at(d->patNo);
int sx = iWidth;
int sy = iHeight;
if(d->xPercentage*iWidth + d->xSpan*iWidth < sx) sx = d->xPercentage*iWidth + d->xSpan*iWidth;
if(d->yPercentage*iHeight + d->xSpan*iWidth < sy) sy = d->yPercentage*iHeight + d->xSpan*iWidth;
int xdisp = sx-d->xPercentage*iWidth;
int ydisp = sy-d->yPercentage*iHeight;
for(int x = d->xPercentage*iWidth; x < sx; x++){
for(int y = d->yPercentage*iHeight; y < sy; y++){
double xpl = x-d->xPercentage*iWidth;
double ypl = y-d->yPercentage*iHeight;
xpl /= xdisp;
ypl /= ydisp;
unsigned idx = (unsigned)(xpl*(p->width) + ypl*(p->height)*(p->width));
if(idx >= p->lweight.size()) idx = p->lweight.size()-1;
double weight = p->lweight.at(idx) - 5;
if(imageData[y*iWidth+x])
sum += weight;
else
sum -= 2*weight;
}
}
digitWeight[d->digit-1] += sum;
}
}
Now, there is no need to analyse the function itself - I'm sure it works, I have tested it on a single thread, and it runs just fine. The only problem is, after some time of execution, I get errors like segmentation fault, or vector range check error.
They mostly happen at this line:
digitWeight[d->digit-1] += sum;
Now, you can be sure that d->digit-1 is a valid range for this array.
The problem is that the value of the d pointer is different than it was here:
data * d = &entry.at(i);
It magically changes during the execution of the function, and starts pointing to different data, leading to errors. I have tried saving the value of d->digit to some variable and later use this variable, and it worked fine for just a while longer, before crashing on another shared resource, imageData this time.
I'm thinking this might be something related to data sharing - all async functions share the same array of data - it's a static vector. But this data is only read, not written anywhere, so why would it stop working? I know of something called mutex locking, but this would make no sense to lock this async functions, as it would run just as slow as a single threaded program would run.
I have also tried running the functions like this:
std::vector<std::thread*> threads(8);
unsigned nptr = 0;
int threadp = 0;
while(nptr != network::networks.size()){
threads.at(threadp) = new std::thread(&network::analyse, &network::networks.at(nptr), data, width, height, sw, dFnum.at(idx));
threadp++;
if(threadp == 8){
threadp = 0;
for(unsigned i = 0; i < 8; i++){
if(threads.at(i)->joinable()) threads.at(i)->join();
delete threads.at(i);
}
}
nptr++;
}
and it did work for a second, but after some time a very similar error appeared.
Data is a structure containing 7 integers, one of which is an ID of
pattern, and pattern is a class that contains two integers - width and height
and vector of chars.
Why does it happen on read-only data and how can I prevent it?
Here is an example of what happens:
I'm trying out some sample code for a bigger project, and I'm having trouble getting my rectangle to bounce between two lines.
function draw() {
print(frameCount)
background(255)
var x = 150 + frameCount;
rect(x,200,15,15);
line(150,0,150,400);
line(250,0,250,400);
if (x >= 250) {
background(255)
x = 350-frameCount;
rect(x,200,15,15);
line(250,0,250,400);
line(150,0,150,400);
} if (x <= 145) {
background(255)
x = 145 + (frameCount % 100);
rect(x,200,15,15);
line(250,0,250,400);
line(150,0,150,400);
}
}
I'm getting the feeling that after the first instance, it's disregarding the original if statement, which dictates a bounce to the left. I'm really not sure what's going wrong, and any help would be appreciated.
You probably just want to store the current position and speed in a set of variables, and then move the rectangle based on those. Here's an example:
var x = 0;
var speed = 1;
function draw(){
x += speed;
if(x < 0 || x > width){
speed *= -1;
}
background(64);
line(x, 0, x, height);
}
I've written a tutorial on this available here. That's for regular Processing, but the ideas are the same in P5.js.
So I'm trying to modify the Kinect BodyBasicsD2D code so that a fixed number of "target positions" appear on the screen (as ellipses) for the user to move his hand toward. I'm having trouble creating the initial target positions.
This is my code in the header file for the allocation of the array of target positions (these are a public field of the CBodyBasics class, already built into the original BodyToBasics program):
D2D1_POINT_2F* targetPositions = NULL;
int numTargets = 3;
Then I have a function "GenerateTargetPositions" which is supposed to generate 3, in this case, target positions to be passed into the "DrawTargetPositions" function.
void CBodyBasics::GenerateTargetPositions(D2D1_POINT_2F * targetPositions, int numTargets)
{
targetPositions = new D2D1_POINT_2F[numTargets];
RECT rct;
GetClientRect(GetDlgItem(m_hWnd, IDC_VIDEOVIEW), &rct);
int width = rct.right;
int height = rct.bottom;
FLOAT x;
FLOAT y;
D2D1_POINT_2F tempPoint;
for (int i = 0; i < numTargets; i++) {
x = 1.0f*i*width / numTargets;
y = 1.0f*i*height / numTargets;
tempPoint = D2D1::Point2F(x, y);
targetPositions[i] = tempPoint;
}
}
My DrawTargetPositions function is:
void CBodyBasics::DrawTargetPositions(D2D1_POINT_2F * targetPositions, int numTargets)
{
D2D1_ELLIPSE ellipse;
for (int i = 0; i < numTargets; i++)
{
ellipse = D2D1::Ellipse(targetPositions[i], 50.f, 50.f);
m_pRenderTarget->FillEllipse(ellipse, m_pSilverBrush);
}
}
When I try to run my code, I get the error that both "targetPositions" and "targetPositions[i]" is NULL (and thus my GenerateTargetPositions function must not be working properly). I believe that targetPositions[i] is a struct (a point with x and y values) so I am wondering if this may be the reason for my errors.
I call GenerateTargetPositions and DrawTargetPositions before the main "while" loop in my code so that each function is not being called on each iteration (there are many iterations of through the while loop because this is an interactive Microsoft Kinect, recording one's movements).
Any suggestions and advice would be greatly appreciated. Thanks so much!
I've been trying to write a game in Xcode where a game board is drawn in the terminal using a multidimensional array of type char. The game is supposed to be like a dungeon where there are doors that you can step on and when you do a new room in generated. But sometimes I get this really annoying "(11db)" error thing where one of my lines gets highlighted saying:
"Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT)"
It's not the first time I've had the (11db) error in Xcode and previously I've been able to fix it but I can't seem to this time. What does that error mean? What I find the most annoying part it that it doesn't happen every time. Sometimes it'll happen as soon as I run the program when the room is created, other times it happens after you go through a door and I've even been able to go without it. Here's the code where it's happening:
door_x = randomNumber(height - 1, 1);
door_y = randomNumber(width - 1, 1);
//Check to see if door location is the same an an enemy or the player
for (int i = 0; i < enemies.size(); i++){
while ((door_x == enemies.at(i).getX() && door_y == enemies.at(i).getY()) || (door_x == player->getX() && door_y == player->getY())){
door_x = randomNumber(height - 1, 1);
door_y = randomNumber(width - 1, 0);
}
}
room[door_y][door_x] = DOOR;//Place door on map
This error is happening on the last line of the above C++ code. What exactly is wrong and why?
Here's the whole function that creates a new room and my random number function.
int randomNumber(int max, int min){
int randomNumber = rand() %(max - min) + min;
return randomNumber;
}
void create_new_room(){
//Get random room height and room width
height = randomNumber(settings[0], settings[1]);
width = randomNumber(settings[2], settings[3]);
room = new char*[height];
for (int iter = 0; iter != height; iter++) {
room[iter] = new char[width];
}
for (int i = 0; i < height; i++){
for (int j = 0; j < width; j++){
room[i][j] = EMPTY;
}
}
enemies.clear();//Delete every object from the vector
//Create the enemies
int numEnemies = randomNumber(settings[4], settings[5]);
for (int i = 0; i < numEnemies; i++){
int randomHeight = randomNumber(height, 0);
int randomWidth = randomNumber(width, 0);
Enemy *e;//Create pointer to class to allow vector class push back
e = new Enemy(randomWidth, randomHeight, HEALTH);
enemies.push_back(*e);
delete e;//Delete pointer e to free memory and avoid any memory leak.
room[enemies.at(i).getY()][enemies.at(i).getX()] = ENEMY;//Place enemy on board
}
//Create Player
int player_y = randomNumber(height, 0);
int player_x = randomNumber(width, 0);
for (int i = 0; i < enemies.size(); i++){
while (player_x == enemies.at(i).getX()){
player_y = randomNumber(height, 0);
player_x = randomNumber(width, 0);
}
}
player = new Player(player_x, player_y, ATTACK);
//Place player on board
room[player->getY()][player->getX()] = PLAYER;
//Create a door
door_x = randomNumber(height - 1, 1);
door_y = randomNumber(width - 1, 1);
//Check to see if door location is the same an an enemy or the player
for (int i = 0; i < enemies.size(); i++){
while ((door_x == enemies.at(i).getX() && door_y == enemies.at(i).getY()) || (door_x == player->getX() && door_y == player->getY())){
door_x = randomNumber(height - 1, 1);
door_y = randomNumber(width - 1, 1);
}
}
room[door_y][door_x] = DOOR;//Place door on map
}
Settings[] is an array of setting that I have which reads in values from a text file with user settings for the max and min random values. 0 = Max height 1 = Min height 2 = Max width 3 = Min width 4 = Max enemy 5 = Min enemy
Also I use srand(time(0)) at the top of my main function.
My code is a bit messy but here it is.
Your code is crashing because you are dereferencing a pointer and ending up in a bad bit of memory. EXC_I386_GPFLT is basically Exception, i386 (your CPU architecture), General Protection Fault, which means that your code is trying to read or write memory that it shouldn't.
Looking at your code, either room is not set (maybe it is NULL still?) or it has been freed already, or door_x or door_y have ended up bigger than you allocated for room (maybe your randomNumber method has a bug?)
You need to print the values for room, door_x, and door_y before your code crashes, and you need to show us the rest of the code so we can see how you've allocated room and how randomNumber works (and how the size of the map is worked out).
And #zenith is right, it's lldb, the LLVM debugger, not 11db. You should read a tutorial on lldb, because you can get huge amounts of information from that prompt.