1

所以这里是交易。我这里有一个容器类,

#include "stdafx.h"
#include "ObjectManager.h"
#include "Game.h"

ObjectManager::ObjectManager()
{
}

ObjectManager::~ObjectManager()
{
   std::for_each(_objects.begin(),_objects.end(),ObjectDeallocator());
   std::for_each(_dynamicObjects.begin(),_dynamicObjects.end(),DynamicObjectDeallocator());
}


void ObjectManager::Add(std::string name, VisibleGameObject *object)
{
    _objects.insert(std::pair<std::string, VisibleGameObject*>(name,object));
}

void ObjectManager::Remove(std::string name)
{
    std::map<std::string, VisibleGameObject*>::iterator results = _objects.find(name);
    if (results != _objects.end())
    {
        delete results->second;
        _objects.erase(results);
    }
}

int ObjectManager::GetObjectCount() const
{
    return _objects.size();
}

VisibleGameObject* ObjectManager::Get(std::string name) const
{
    std::map<std::string, VisibleGameObject*>::const_iterator results = _objects.find(name);
    if (results == _objects.end())
        return NULL;
    return results->second;
}


void ObjectManager::AddDynamic(VisibleGameObject *object)
{
    _dynamicObjects.push_back(object);
}

void ObjectManager::PostRemoveDynamic()
{
        std::vector<VisibleGameObject*>::const_iterator iter = _dynamicObjects.begin();
    while(iter != _dynamicObjects.end())
    {
        if ((*iter)->IsDeleted())
        {
            delete (*iter);
            _dynamicObjects.erase(iter);
        }
    iter++;
    }
}

const std::vector<VisibleGameObject*>& ObjectManager::GetDynamicContainer()
{
    return _dynamicObjects;
}


void ObjectManager::DrawAll(sf::RenderWindow& renderWindow)
{
    std::map<std::string, VisibleGameObject*>::const_iterator itr = _objects.begin();
    while(itr != _objects.end())
    {
        itr->second->Draw(renderWindow);
        itr++;
    }

    std::vector<VisibleGameObject*>::const_iterator iter = _dynamicObjects.begin();
    while(iter != _dynamicObjects.end())
    {
        (*iter)->Draw(renderWindow);
        iter++;
    }
}

void ObjectManager::UpdateAll()
{
    std::map<std::string, VisibleGameObject*>::const_iterator itr = _objects.begin();
    std::vector<VisibleGameObject*>::iterator iter;
    iter = _dynamicObjects.begin();

    float timeDelta = GameEngine::GetWindow().GetFrameTime();

    while(itr != _objects.end())
    {
        itr->second->Update(timeDelta);
        itr++;
    }

    while(iter != _dynamicObjects.end())
    {
        (*iter)->Update(timeDelta);
        iter++;
    }

}

并且,使用断点,我确定问题出在这个函数中,

void ObjectManager::UpdateAll()
{
    std::map<std::string, VisibleGameObject*>::const_iterator itr = _objects.begin();
    std::vector<VisibleGameObject*>::iterator iter;
    iter = _dynamicObjects.begin();

    float timeDelta = GameEngine::GetWindow().GetFrameTime();

    while(itr != _objects.end())
    {
        itr->second->Update(timeDelta);
        itr++;
    }

    while(iter != _dynamicObjects.end())
    {
        (*iter)->Update(timeDelta);
        iter++;
    }

}

具体来说,这条线,

    (*iter)->Update(timeDelta);

我的互联网搜索没有得到答案,所以现在我问你是什么造成了这个故障。如果有人需要,我也会发布标题。此外,这是一个在线教程的修改类。

编辑:错误消息来自向量类中的内置断言。(表达式:向量迭代器不兼容)

4

1 回答 1

0

好吧,睡了一会儿,我想通了。作为对其他人的警告,问题来自一个正在更新的对象,在定义迭代器后创建了一个新的动态对象,使其无效。一旦我可以使用计算机,我将编辑这一些代码来解释这一点。

于 2012-02-17T13:01:16.917 回答