我有那些继承类:基类:实体
派生自实体类:Actor、Obj、Enemy
基类实体包含一个用户定义类型的 obj,我称之为“CollisionStuff”。当我运行我的程序时, CollisionStuff 的析构函数在每次 CollisionStuff 构造函数调用之后以及每次游戏循环继续时都会被调用。
所以我的电话是:为什么会这样?
正如您在下面看到的,我在 setRectangle 方法中动态分配了一些数组,程序调用析构函数,它删除了我的数据,当我尝试使用它们时......它调用 "_ASSERTE(_BLOCK_TYPE_IS_VALID(pHead->nBlockUse)); ”。
之前谢谢你
这是我的代码:Entity.h
enum e_Type {tActor = 0, tObj, tEnemy, tBackg};
class Entity
{
public:
Entity(void);
~Entity(void);
float getH();
float getW();
void setWH(float W, float H);
bool CreateSprite(std::string path);
sf::Sprite& getSprite();
void setType(e_Type type);
e_Type getType();
CollisionStuff getColStuff();
static std::list<Entity*> List;
protected:
sf::Sprite m_sprite;
sf::Texture m_texture;
float m_h;
float m_w;
e_Type m_type;
CollisionStuff m_colStuff;
void addToList();
};
碰撞材料.h
class CollisionStuff
{
public:
CollisionStuff();
~CollisionStuff(void);
void setRectangle(int W, int H);
void followTheSprite(Entity entity);
private:
sf::Vector2f* m_a;
sf::Vector2f* m_b;
sf::Vector2f* m_c;
sf::Vector2f* m_d;
/* this member data are sides of rectangle used
to manage collisions between object throughout the scenario
a
-------------
| |
c | | d
| |
-------------
b
*/
};
CollisionStuff.cpp
CollisionStuff::CollisionStuff()
{
//setRectangle(0, 0);
}
void CollisionStuff::setRectangle(int W, int H)
{
m_a = new sf::Vector2f[W];
m_b = new sf::Vector2f[W];
m_c = new sf::Vector2f[H];
m_d = new sf::Vector2f[H];
}
void CollisionStuff::followTheSprite(Entity entity)
{
entity.getSprite().setOrigin(0, 0);
sf::Vector2f UpLeftVertex = entity.getSprite().getPosition();
for(int i = 0; i < entity.getW(); i++)
{
m_a[i].x = UpLeftVertex.x + i;
m_a[i].y = UpLeftVertex.y;
m_b[i].x = UpLeftVertex.x + i;
m_b[i].y = UpLeftVertex.y + entity.getH();
}
for(int i = 0; i < entity.getH(); i++)
{
m_c[i].x = UpLeftVertex.x;
m_c[i].y = UpLeftVertex.y + i;
m_d[i].x = UpLeftVertex.x + entity.getW();
m_d[i].y = UpLeftVertex.y + i;
}
}
CollisionStuff::~CollisionStuff(void)
{
delete [] m_a;
delete [] m_b;
delete [] m_c;
delete [] m_d;
}
编辑 谢谢你的回答。CollisionStuff 使用示例
Actor.cpp(它是实体的派生类)
Actor::Actor(void)
{
if(!CreateSprite("D://Sprites//MainChar.png"))
{
std::cout << "Impossibile creare sprite" << std::endl;
}
else
{
std::cout << "Creazione sprite riuscita" << std::endl;
m_sprite.setPosition(100.0f, 365.0f);
m_sprite.setOrigin(20, 35);
//m_sprite.setPosition(190.0f, 382.5f); // 200, 400
setWH(40, 70);
m_health = 100;
m_status = Good;
setType(tActor);
m_jCounter = -1;
m_action = Null;
setColStuff();
}
}
void Actor::setColStuff()
{
m_colStuff.setRectangle(m_w, m_h);
}
void Actor::physic()
{
//setColStuff();
m_colStuff.followTheSprite(*this);
}
主文件
int main()
{
sf::RenderWindow window(sf::VideoMode(800, 600), "Platform");
std::list<Entity*>::iterator i;
Background BG;
Level1 FirstLev;
Actor Doodle;
while(window.isOpen())
{
sf::Event event;
if(window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
Doodle.inputEvts();
}
Doodle.act(Doodle.getAction());
Doodle.physic();
window.clear();
window.draw(BG.getSprite());
window.draw(Doodle.getSprite());
FirstLev.drawLevel(window);
window.display();
}
return 0;
}