矢量下标超出范围
Vector subscript out of range
我的游戏有点问题。当我试图检查子弹和ennemy是否碰撞时,我随机得到一个错误"矢量下标超出范围",我不确定这是不是一个问题,但我在两个地方删除了我的矢量:
//Checking if enemy is crossing a bullet
for (size_t i = 0; i < ennemies.size(); i++)
{
ennemies[i].update(player);
if (player.getGlobalBounds().intersects(ennemies[i].getGlobalBounds()))
{
player.kill();
}
for (size_t j = 0; j < bullets.size(); j++)
{
if (ennemies[i].getGlobalBounds().intersects(bullets[j].getGlobalBounds()))
{
ennemies.erase(ennemies.begin() + i);
bullets.erase(bullets.begin() + j);
ilosc--;
}
}
}
这里是第二名:
for (int i = 0; i < Level::LEVEL_HEIGHT; i++)
{
for (int j = 0; j < Level::LEVEL_WIDTH; j++)
{
if (level.tiles[i][j].tileType != 0)
{
if (x.intersects(map[i][j].getGlobalBounds()))
kolX = true;
else if (y.intersects(map[i][j].getGlobalBounds()))
kolY = true;
for (int k = 0; k < bullets.size(); k++)
{
if (bullets[k].getGlobalBounds().intersects(map[i][j].getGlobalBounds()))
{
bullets.erase(bullets.begin() + k);
ilosc--;
}
}
}
}
}
这是一个主要类的全部代码:
#include "Engine.h"
Engine::Engine()
{
//wczytywanie bg
bgTexture.loadFromFile("data\textures\bg.png");
bgSprite.setTexture(bgTexture);
//wczytywanie textur
for (int i = 1; i < level.iloscTextur; i++)
{
tiles[i].loadFromFile("data\textures\tiles.png", IntRect((i-1)*level.TILE_WIDTH, 0, 32, 32));
}
//ustawianie kafli
for (int i = 0; i < Level::LEVEL_HEIGHT; i++)
{
for (int j = 0; j < Level::LEVEL_WIDTH; j++)
{
if (level.tiles[i][j].tileType != 0)
{
map[i][j].setPosition(j * Level::TILE_WIDTH, i * Level::TILE_HEIGHT);
map[i][j].setTexture(tiles[level.tiles[i][j].tileType]);
}
}
}
}
Engine::~Engine()
{
}
//Renderowany poziom gry
void Engine::runEngine(RenderWindow & window)
{
//Zegary do pętli stałokrokowej, pocisków i przeciwników
Time UpdateTime = Time::Zero;
Time czasOdPocisku = Time::Zero;
Time czasDoSpawnu = Time::Zero;
Clock przeciwnicy;
Clock zegar;
Clock czasPocisku;
const Time StepTime = seconds(1.f / 60.f);
const Time WaitTime = seconds(0.1);
Time EnemySpawn = enemy.losujSpawn();
bool menu = false;
while (!menu)
{
Time czas = zegar.restart();
UpdateTime += czas;
//Pętla aktualizujaca logikę gry
while (UpdateTime > StepTime)
{
czasOdPocisku = czasPocisku.getElapsedTime();
czasDoSpawnu = przeciwnicy.getElapsedTime();
UpdateTime -= StepTime;
Event event;
Vector2f mouse = window.mapPixelToCoords(Mouse::getPosition(window));
player.update(mouse);
if (window.pollEvent(event))
{
if (event.type == Event::Closed)
menu = true;
if ((Keyboard::isKeyPressed(Keyboard::Left) && WaitTime < czasOdPocisku) || (Keyboard::isKeyPressed(Keyboard::Right) && WaitTime < czasOdPocisku) ||
(Keyboard::isKeyPressed(Keyboard::Up) && WaitTime < czasOdPocisku) || (Keyboard::isKeyPressed(Keyboard::Down) && WaitTime < czasOdPocisku))
{
czasPocisku.restart();
bullets.push_back(bullet);
bullets[ilosc].addBullet(player);
ilosc++;
}
}
//Spawn przeciwników
if (EnemySpawn < czasDoSpawnu)
{
czasDoSpawnu = przeciwnicy.restart();
EnemySpawn = enemy.losujSpawn();
for (int i = 0; i < enemy.losujPrzeciwnikow(); i++)
ennemies.push_back(enemy);
}
//aktualizacje logiki
for (int i = 0; i < bullets.size(); i++)
{
bullets[i].update();
}
//Checking if enemy is crossing a bullet
for (size_t i = 0; i < ennemies.size(); i++)
{
ennemies[i].update(player);
if (player.getGlobalBounds().intersects(ennemies[i].getGlobalBounds()))
{
player.kill();
}
for (size_t j = 0; j < bullets.size(); j++)
{
if (ennemies[i].getGlobalBounds().intersects(bullets[j].getGlobalBounds()))
{
ennemies.erase(ennemies.begin() + i);
bullets.erase(bullets.begin() + j);
ilosc--;
}
}
}
czyKoliduje(player.ruch(StepTime));
}
window.clear();
window.draw(bgSprite);
//Rysowanie poziomu
for (int i = 0; i < Level::LEVEL_HEIGHT; i++)
{
for (int j = 0; j < Level::LEVEL_WIDTH; j++)
{
window.draw(map[i][j]);
}
}
//Rysowanie pociskow
for (int i = 0; i < bullets.size(); i++)
{
window.draw(bullets[i]);
}
for (int i = 0; i < ennemies.size(); i++)
{
window.draw(ennemies[i]);
}
window.draw(player);
window.display();
}
}
//Kolizje
void Engine::czyKoliduje(Vector2f ruch)
{
FloatRect x = player.getGlobalBounds();
FloatRect y = player.getGlobalBounds();
x.left += ruch.x;
y.top += ruch.y;
bool kolY = false, kolX = false;
for (int i = 0; i < Level::LEVEL_HEIGHT; i++)
{
for (int j = 0; j < Level::LEVEL_WIDTH; j++)
{
if (level.tiles[i][j].tileType != 0)
{
if (x.intersects(map[i][j].getGlobalBounds()))
kolX = true;
else if (y.intersects(map[i][j].getGlobalBounds()))
kolY = true;
for (int k = 0; k < bullets.size(); k++)
{
if (bullets[k].getGlobalBounds().intersects(map[i][j].getGlobalBounds()))
{
bullets.erase(bullets.begin() + k);
ilosc--;
}
}
}
}
}
if (!kolX)
player.move(Vector2f(ruch.x, 0));
if (!kolY)
player.move(Vector2f(0, ruch.y));
}
在容器上调用erase()
的所有循环都没有考虑到当您从容器中擦除项目时容器的大小会发生变化。要在容器中正确地循环,同时从中擦除项,应该使用迭代器而不是索引。erase()
返回一个新的迭代器,该迭代器指向已擦除项之后的项,因此您可以继续循环。
std::vector<enemy>::iterator i = ennemies.begin();
while (i != ennemies.end())
{
i->update(player);
if (player.getGlobalBounds().intersects(i->getGlobalBounds()))
{
player.kill();
}
bool hit = false;
for (std::vector<bullet>::iterator j = bullets.begin(); j != bullets.end); ++j)
{
if (i->getGlobalBounds().intersects(j->getGlobalBounds()))
{
hit = true;
i = ennemies.erase(i);
j = bullets.erase(j);
ilosc--;
break;
}
}
if (!hit)
++i;
}
for (int i = 0; i < Level::LEVEL_HEIGHT; i++)
{
for (int j = 0; j < Level::LEVEL_WIDTH; j++)
{
if (level.tiles[i][j].tileType != 0)
{
if (x.intersects(map[i][j].getGlobalBounds()))
kolX = true;
else if (y.intersects(map[i][j].getGlobalBounds()))
kolY = true;
std::vector<bullet>::iterator k = bullets.begin();
while (k != bullets.end())
{
if (k->getGlobalBounds().intersects(map[i][j].getGlobalBounds()))
{
k = bullets.erase(k);
ilosc--;
}
else
++k;
}
}
}
}
话虽如此,您可能会考虑使用std::remove_if()
而不是手动erase()
循环:
template<typename SourceType, typename TargetType>
struct intersectsBounds
{
TargetType &m_target;
intersectsBounds(TargetType &target) : m_target(target) {}
bool operator()(const SourceType &source) const
{
return source.getGlobalBounds().intersects(m_target.getGlobalBounds());
}
};
std::vector<enemy>::iterator i = ennemies.begin();
while (i != ennemies.end())
{
i->update(player);
if (player.getGlobalBounds().intersects(i->getGlobalBounds()))
{
player.kill();
}
std::vector<bullet>::iterator j = std::remove_if(bullets.begin(), bullets.end(), intersectsBounds(*i));
if (j != bullets.end())
{
i = ennemies.erase(i);
int numErased = std::distance(j, bullets.end());
bullets.erase(j, bullets.end());
ilosc -= numErased;
}
else
++i;
}
for (int i = 0; i < Level::LEVEL_HEIGHT; i++)
{
for (int j = 0; j < Level::LEVEL_WIDTH; j++)
{
if (level.tiles[i][j].tileType != 0)
{
if (x.intersects(map[i][j].getGlobalBounds()))
kolX = true;
else if (y.intersects(map[i][j].getGlobalBounds()))
kolY = true;
std::vector<bullet>::iterator k = std::remove_if(bullets.begin(), bullets.end(), intersectsBounds(map[i][j]));
if (k != bullets.end())
{
int numErased = std::distance(k, bullets.end());
bullets.erase(k, bullets.end());
ilosc -= numErased;
}
}
}
}
相关文章:
- 尝试通过多个向量访问变量时,向量下标超出范围
- 矢量下标超出SFML游戏中的范围
- 运行时错误:矢量下标超出范围:正在检查空集
- 如果变量数据包含大于 vector 所有元素的整数,则仅在视觉工作室上接收"矢量下标超出范围"?
- 编译期间矢量下标超出范围
- C++ 调试断言失败 - 矢量下标超出视觉工作室的范围
- 对矢量来说是全新的.矢量下标超出范围
- C++十进制到十六进制(字符串下标超出范围)
- 创建结构体向量,表达式:向量下标超出范围
- 读取矢量时矢量下标超出范围
- 断言失败错误,C++中的矢量下标超出范围问题
- 如何在 Linux 上强制执行矢量下标超出范围的调试断言
- 表达式:矢量下标超出范围
- 矢量下标超出范围,带有嵌套的 for 循环
- 向量下标超出向量向量的范围
- gcc8.2如何启用警告:数组下标在数组范围之上[-warray-bounds]
- 向量下标出的范围错误.即使向量的索引大于访问数据的索引,也会发生误差
- std::vector<std::vector<int>>:调试断言失败。C++矢量下标超出范围保留内存
- 重命名两个目录中的文件名,如果它们之间的某些字符匹配 - 矢量下标超出范围
- 行进立方体重建 - 向量下标超出范围