Collision of two sprite lists - SFML 2.0 - c++

I am making a simple game in SFML 2 and it came smoothly so far. I created two sf::Sprite lists, one for enemies and one for lasers. The enemies spawn randomly off-screen and the lasers are created whenever input is given. I created a collision loop for both the lists and executed my code. There are no compile time and run time errors. The laser-enemy collision works fine for the first 3 to 4 enemies but after that, the collision does not occur. What might be causing this problem? Please help me on this. Thanks. Here's my code.
std::list<sf::Sprite>::iterator enemyit = enemy.begin(), next;
std::list<sf::Sprite>::iterator greenlaserit = greenlaser.begin(), reload;
while(enemyit != enemy.end())
{
next = enemyit;
next++;
while(greenlaserit != greenlaser.end())
{
reload = greenlaserit;
reload++;
if(enemyit->getGlobalBounds().intersects(greenlaserit->getGlobalBounds()))
{
enemy.erase(enemyit);
greenlaser.erase(greenlaserit);
++erased;
}
greenlaserit = reload;
}
enemyit = next;
}

It seems to be that you are doing a lot of iterator manipulation and that is likely to be where the problem is occurring.
If you can use c++11, I would suggest looking into the for each loop (http://www.cprogramming.com/c++11/c++11-ranged-for-loop.html), to keep things really simple to read and understand (and thus, easier to debug).
You could do something like this:
std::list<sf::Sprite> enemies;
std::list<sf::Sprite> lasers;
for (sf::Sprite enemy: enemies) {
for (sf::Sprite laser : lasers) {
if (enemy.getGlobalBounds().intersects(laser.getGlobalBounds())) {
enemies.remove(enemy);
lasers.remove(laser);
}
}
}
Edit: otherwise, one method I have found for figuring out an iterator problem is stepping through it by hand. I draw two rectangles with cells for each location, and keep track of the iterators and run through the logic step by step. Before each iteration of your logic, write down your expected results. Then go through it by hand and see if your results match your expectations.

Related

Nested loops, deleting from vectors

I am trying to make my simple game and I came across small issue. So I have 2 vectors of pointers.
One is for bullets and one is for enemy units.
First I tried to iterate through all of my bullets and then in second loop iterate through my enemies and when I find collision I erase enemy unit and bullet, but erasing bullets is crashing my game, so I figured out that I shouldnt erase from vector while its still iterating in first loop.
My second ide was something like this:
std::vector<Bullet*>::iterator remove = std::remove_if(bullets.begin(), bullets.end(),
[&](Bullet* x)
{
for (std::vector<EnemyUnit*>::iterator it = enemyUnits.begin(); it != enemyUnits.end(); ++it)
{
if (x->collision->CheckCollision((*it)->collision))
{
enemyUnits.erase(it);
return true;
}
else
{
return false;
}
}
});
bullets.erase(remove, bullets.end());
So it seems to work in a way, but my bullets can only collide with one enemy at a time and it seems like its not checking for all enemies. For example I shoot 5 bullets and firstly they can only collide with one enemy and after one bullet kills enemy other bullets will be able to collide with second enemy and so on . It seems like
for (std::vector<EnemyUnit*>::iterator it = enemyUnits.begin(); it != enemyUnits.end(); ++it)
Doesnt take place and it only gets one enemy? Is it wrong way to do it?
I need to use pointers and vectors, because its for my project.
The predicate for std::remove_if returns after the first check, no matter what.
To fix this, the predicate can return on a collision, or at the end (after the loop) on no collision, e.g.
for (auto it = enemyUnits.begin(); it != enemyUnits.end(); ++it)
{
if (x->collision->CheckCollision((*it)->collision))
{
enemyUnits.erase(it);
return true;
}
}
return false;
This way, if a collision is detected, it will exit early and return true.
If there's no collision with any enemy, it will stop after the loop and return false.
Answer advising to remove the return statements is correct. The return statements are exiting the inside loop early, but that isn't the only problem. Removing those returns will reveal the next problem. You need:
it = enemyUnits.erase(it);
to correctly set the iterator after an erase to prepare for the next pass through the loop.

Everytime I draw list item in SFML it crashes?

So I am having a small issue with creating a list and having it write to my window using the SFML library. Basically what happens is that when I execute the fire() function the game freezes & crashes.
Variable code:
sf::Sprite laser;
The list code is:
std::list<sf::Sprite>laserList;
The fire code is (called when I click button):
bool fire(void)
{
laserList.push_back(laser);
return true;
}
This is the drawing code to window:
//This is code for running through and drawing each sprite in list
for(std::list<sf::Sprite>::iterator it = laserList.begin(); it != laserList.end(); laserList;)
{
app.draw(*it);
}
Your for loop is a bit strange here:
for(std::list<sf::Sprite>::iterator it = laserList.begin(); it != laserList.end(); laserList;)
You'll find that this will form an infinite loop as the value of it never changes. This may be what leads to your crash. To fix it you want to increment the iterator after every loop:
for(std::list<sf::Sprite>::iterator it = laserList.begin(); it != laserList.end(); ++laserList)
There was an edit that suggested the following but was rejected for some reason. I have added it here for completeness
You could avoid any confusion over this syntax by using the Range Based for loop introduced in C++11:
for(sf::Sprite spr : laserList){
app.draw(spr);
}

Killing the invaders doesn't work in C++

I know that in order to kill invaders in C++, I need to make a collider.
However, nothing will ever kill the invaders in that game.
Here's the code in the header:
bool DoCollision(float Xbpos, float Ybpos, int BulWidth, int BulHeight, float Xipos, float Yipos, int InvWidth, int InvHeight);
This is the function I'm initializing:
bool Game::DoCollision(float Xbpos, float Ybpos, int BulWidth, int BulHeight, float Xipos, float Yipos, int InvWidth, int InvHeight) {
if (Xbpos+BulWidth < Xipos || Xbpos > Xipos+InvWidth) return false;
if (Ybpos+BulHeight < Yipos || Ybpos > Yipos+InvHeight) return false;
return true;
}
And this is what happens if somebody presses the space key:
if (code == 57) { //Space
myKeyInvader.MeBullet.Active = true;
myKeyInvader.MeBullet.Xpos = myKeyInvader.Xpos + 10;
myKeyInvader.MeBullet.Ypos = myKeyInvader.Ypos - 10;
myKeyInvader.MeBullet.yvuel = 0.2;
myKeyInvader.MeBullet.BulletP->CopyTo(m_Screen,myKeyInvader.Xpos,myKeyInvader.Ypos);
if (DoCollision(Invaders[counter].MyBullet.Xbpos,Invaders[counter].MyBullet.Ybpos,Invaders[counter].MyBullet.BulWidth,
Invaders[counter].MyBullet.BulHeight,Invaders[counter].Xipos,Invaders[counter].Yipos,Invaders[counter].InvWidth,Invaders[counter].InvHeight)) {
//myKeyInvader.Ypos = 100;
Invaders[counter].Active = false;
printf("Collide!\n");
}
}
Does anybody know what's going wrong?
The problem isn't C++. The problem is how you are using it. The only way you'll get a kill with your code as written is if the invader is right on top of you. But that's too late. The alien invader has already killed you.
What you need to do is make those bullets into objects that you propagate over time, just like your invaders are objects that you propagate over time. The response to the user pressing a space key should be to add a new instance of a bullet to the set of active bullets. Each of those active bullets has a position that changes with time. On each time step, you should advance the states of the active invaders per the rules that dictate how invaders move and advance the states of the active bullets per the rules that dictate how bullets move. Remove bullets when they reach the top of the screen, and if an alien invader reaches the bottom of the screen, game over.
After propagating, removing off-screen bullets, and checking for game over, you want to check for collisions between each of the N bullets with each of the M invaders. When a collision is detected, remove the bullet from the set of active bullets and delete the alien invader from the set of active invaders. And of course you'll want some nifty graphics to show the user that another alien bit the dust.
Aside: Being an NxM problem, this check might be the biggest drain on CPU usage. You can speed this up with some simple heuristics.
You could manage the collections of alien invaders and bullets yourself, carefully using new and delete so as to prevent your invaders and bullets from killing your program with a memory leak. You don't have to do this. C++ gives you some nifty tools to manage these collections. Use one of the C++ standard library collections instead of rolling your own collection. For example, std::vector<AlienInvader> invaders; or std::list<AlienInvader> invaders, and the same for bullets. You'll be deleting from the middle a lot, which suggests that std::list or std::deque might be more appropriate than std::vector here.
You test the collision for the fired item just when they are created
Shouldn't be the test collision done in the main loop for each existing item at each frame ?
Don't worry, C++ has got all you need to kill invaders :)))
It's not easy to give advice based on so little code, but here the only logical error seems to be you test for collision only when space is pressed; you should test for it in an outside loop probably:
if (code == 57) { //Space
myKeyInvader.MeBullet.Active = true;
myKeyInvader.MeBullet.Xpos = myKeyInvader.Xpos + 10;
myKeyInvader.MeBullet.Ypos = myKeyInvader.Ypos - 10;
myKeyInvader.MeBullet.yvuel = 0.2;
myKeyInvader.MeBullet.BulletP->CopyTo(m_Screen,myKeyInvader.Xpos,myKeyInvader.Ypos);
}
From a logical point of view, pressing Space should fire a bullet: the starting position for the bullet is set, and so is its speed on the Y axis (so that it goes up).
The code that check for collision should go outside of this if block. In fact, this block of code is executed only if you're still pressing space -that is: still firing-. Should collision be checked only if you're "still firing"? Do the fact that you fired a bullet and started waiting for it to destroy the invader interfere in some way with the fact that this bullet can reach the invader and, indeed, destroy it? Of course not!
if (DoCollision(Invaders[counter].MyBullet.Xbpos,Invaders[counter].MyBullet.Ybpos,Invaders[counter].MyBullet.BulWidth,
Invaders[counter].MyBullet.BulHeight,Invaders[counter].Xipos,Invaders[counter].Yipos,Invaders[counter].InvWidth,Invaders[counter].InvHeight)) {
//myKeyInvader.Ypos = 100;
Invaders[counter].Active = false;
printf("Collide!\n");
}
You want collision to be checked in an outside loop, the same that probably also contains the checks for key presses. In this way, even if you're just looking at the screen and waiting, the program keeps testing the condition and, when it's fulfilled, code associated with the event of collision is executed (that is: an invader is "inactivated").
You say //Space , is that what it is or should it be 32 (if ASCII) instead of 57? Does the program flow into the if==57 block?
Your code looks fine, but you need two loops around the collision checker: one for checking all invaders (not just one of them) and another one to check at every bullet position along its trajectory, not just the moment when it leaves the gun.
I will assume we have an auxiliary function that moves the bullet and returns whether it is still inside the screen:
bool BulletIsInScreen();
Then we can write the loops:
if (code == 57) { // Space
while (BulletIsInScreen()) {
for (size_t i = 0; i < counter; ++i) { // counter is the number of invaders,
// according to your comment to your own answer
myKeyInvader.MeBullet.Active = true;
myKeyInvader.MeBullet.Xpos = myKeyInvader.Xpos + 10;
myKeyInvader.MeBullet.Ypos = myKeyInvader.Ypos - 10;
myKeyInvader.MeBullet.yvuel = 0.2;
myKeyInvader.MeBullet.BulletP->CopyTo(m_Screen,myKeyInvader.Xpos,myKeyInvader.Ypos);
if (DoCollision(Invaders[i].MyBullet.Xbpos, Invaders[i].MyBullet.Ybpos,
Invaders[i].MyBullet.BulWidth, Invaders[i].MyBullet.BulHeight,
Invaders[i].Xipos, Invaders[i].Yipos,
Invaders[i].InvWidth, Invaders[i].InvHeight)) {
//myKeyInvader.Ypos = 100;
Invaders[i].Active = false;
printf("Collide!\n");
}
}
}
}
Now this should work as expected.

Loop Encountered When Using Flood Fill

I have encountered an infinite loop when running the following code. Inside a grid that is surrounded by blocks, a predefined square is started with that this implementation runs off of. A square is labeled as one if it needs to be visited and two if it has been visited. I can't seem to find a solution and I would love a few helpful hints.
one_count=1;
while(one_count>0){
for(int i=0;i<24;i++){
for(int c=0;c<80;c++){
if(create[i][c]=='1'){
if(create[i-1][c]==' '){
create[i-1][c]='1';
}
if(create[i+1][c]==' '){
create[i+1][c]='1';
}
if(create[i][c-1]==' '){
create[i][c-1]='1';
}
if(create[i][c+1]==' '){
create[i][c+1]='1';
}
create[i][c]='2';
}
}
}
one_count=0;
for(int i=0;i<24;i++){
for(int c=0;c<80;c++){
if(create[i][c]=='1'){
one_count++;
}
}
}
}
I ran your code on random data (with the edges being 'X'). I didn't encounter any loops.
Also there is no reason why you should run into problems. Every pixel is checked in every iteration and all '1's are guaranteed to be changed to '2's. There is no way back, not possible to loop.
Maybe you could supply more information about the behaviour of the program.
BTW:
There is a small quirk in your code. The flood fills very fast to the bottom and the right because you're writing your map already during the cycle (difficult to explain -> example)
beginning of cycle: everything is ' ' except create[2][2]=='1'
check all elements until create[2][2], write '1' into neighbours and '2' into self
check next element i.e. create[2][3] which is also '1' and fill neighbours
etc.
so after the first cycle you would expect only create[2][2]=='2' but everything to the right and down from it is also =='2'.
It doesn't break your code at the moment but it might lead to unexpected results if you change something.

Optimizing C++ Tree Generation

I'm generating a Tic-Tac-Toe game tree (9 seconds after the first move), and I'm told it should take only a few milliseconds. So I'm trying to optimize it, I ran it through CodeAnalyst and these are the top 5 calls being made (I used bitsets to represent the Tic-Tac-Toe board):
std::_Iterator_base::_Orphan_me
std::bitset<9>::test
std::_Iterator_base::_Adopt
std::bitset<9>::reference::operator bool
std::_Iterator_base::~_Iterator_base
void BuildTreeToDepth(Node &nNode, const int& nextPlayer, int depth)
{
if (depth > 0)
{
//Calculate gameboard states
int evalBoard = nNode.m_board.CalculateBoardState();
bool isFinished = nNode.m_board.isFinished();
if (isFinished || (nNode.m_board.isWinner() > 0))
{
nNode.m_winCount = evalBoard;
}
else
{
Ticboard tBoard = nNode.m_board;
do
{
int validMove = tBoard.FirstValidMove();
if (validMove != -1)
{
Node f;
Ticboard tempBoard = nNode.m_board;
tempBoard.Move(validMove, nextPlayer);
tBoard.Move(validMove, nextPlayer);
f.m_board = tempBoard;
f.m_winCount = 0;
f.m_Move = validMove;
int currPlay = (nextPlayer == 1 ? 2 : 1);
BuildTreeToDepth(f,currPlay, depth - 1);
nNode.m_winCount += f.m_board.CalculateBoardState();
nNode.m_branches.push_back(f);
}
else
{
break;
}
}while(true);
}
}
}
Where should I be looking to optimize it? How should I optimize these 5 calls (I don't recognize them=.
The tic-tac-toe game tree is very redundant. Eliminating rotated and mirrored boards will reduce the final ply of the game tree by 3 or 4 orders of magnitude. No amount of optimizations will make bubblesort as fast as introsort.
struct Game_board;
struct Node
{
Game_board game_board;
Node* parent;
std::vector<Node*> children;
enum { X_Win, Y_Win, Draw, Playing } outcome;
};
// returns the same hash value for all "identical" boards.
// ie boards that can be rotated or mirrored to look the
// same will have the same hash value
int hash( const Game_board& game_board );
// uses hash() function to generate hashes from Node*
struct Hash_functor;
// nodes yet to be explored.
std::hash_set<Node*,Hash_functor> open;
//nodes already explored.
std::hash_set<Node*,Hash_functor> closed;
while( ! open.empty() )
{
Node* node_to_expore = get_a_node( open );
assert( node_to_expore not in close or open sets )
if( node_to_expore is win lose or draw )
{
Mark node as win lose or draw
add node to closed set
}
loop through all children of node_to_expore
{
if( child in close )
{
add node from closed set to children list of node_to_expore
}
else if( child in open )
{
add node from open set to children list of node_to_explore
}
else
{
add child to open set
add child to children list of node_to_expore
}
}
}
Those functions are typically trivial. That means that an optimized ("release") build will typically have them inlined. However, in a debug build they're not. The result is that a debug build is slower, but allows you to set breakpoints on those functions. So, the "milliseconds comment" should be applied to the release build, where you wouldn't even have those functions anymore.
You're getting all wrapped up in data structure.
Don't build the tree, just walk it. Have only one copy of the board. At each node in the search tree, just modify the board, and on the way back out, un-modify it.
And if you want to know what it's doing, just hit the pause button at random. It will show you why it's in those routines you don't recognize that are taking all the time.
Honestly, and I don't mean this as a slam against you, you're asking us to examine a poorly documented piece of code that is a smaller part to a larger code base. We don't have the context that gives much information. I personally am also turned off by examining others' code when it doesn't appear that they've done all they can do to examine it themselves yet (and I don't mean this to say I'm annoyed at you or anything, just that my eyes are glazing over looking at your code).
I recommend you run your code through a profiler and determine what exactly is taking so much time. Treat this profiling like you're debugging. When you find a module taking a long time, examine that module in small sections (as if you're hunting for a bug) to see why.
This will allow you to ask a much more informed question if you still need to ask something.
You've posted far too little of your code.
You are asking how to optimize the code however you should also be asking how to optimize the algorithm.
There are two things that I immediately see.
As "Michael Dorgan" stated generate the tree of moves once.
How many broads are you generating in your tree? 362880? Your code appears to be generating redundant entries. For example, with an empty board there are actually three moves not nine moves. All other combinations are the board rotated (which are equal). You can reduce the number of boards that needs to be generated and speed up the generation of the tree.
Here are the three first moves(rotate the last two board to generate the other boards)
| |
|X|
| |
|X|
| |
| |
X| |
| |
| |
Let me add that if your system is taking 9 seconds to do its work, that means that something is being called billions and billions of times more than it should. If you don't have release level profiling abilities, place a few global counters in your code and increment them every time the code they are in is called. This will give you a poor man's profile that will work on release builds. If you see a billions calls somewhere you don't expect, you now have a place to look closer.
In reality, Tic-Tac-Toe's entire move tree should be trivial to store as a hash if you need the speed. 9! moves just isn't that big of a domain (anymore). 362k moves shouldn't break the bank, and that's a brute force analysis. That domain can be cut way down when you take into consideration all the various symetries of data.
Bah, here's how I would do it if I was coding it since people have latched onto my back of the envelope math:
I wouldn't even go the tree route, just some rules and be done.
Turn 1. Go in center.
Turn 2. If center unoccupied, go there, else go in corner
Turn 3. If opponent filled a corner, go in opposite corner, else go in corner - you've won.
Turn 4. Block if needed. If Xs occupy opposite corners, fill edge. If Xs occupy center and opposite corner, fill corner. If Xs occupy opposite edges, fill corner and win. If Xs fill adjacent edges, Fill corner betweem them.
Turn 5 Win if possible. Block if needed. Else go in corner opposite of adjacent edge move and win.
Turn 6-9 Win if possible. Block if needed. Else, place random towards draw.