I have a base class cGameObject
which has a virtual update
function. I wish to have many derived game objects each with their own specific update
function.
I want to add the derived gameobjects to a vector and iterate through them to call each of their update methods.
What is wrong with my iterator?
//In Header file
std::vector <cGameObject*> vGameObjs;
std::vector <cGameObject*>::iterator Iter;
cGameObject *AGameObj;
/In cpp file - add object pointer to vector
AGameObj = new BrickBat(128, 32, (1024 - 128) / 2, 768 - 64, 0);
vGameObjs.push_back(AGameObj);
AGameObj = new BrickBall(64, 512, 384, 1, 1, 0);
vGameObjs.push_back(AGameObj);
//Iterator Crashing??
for (Iter = vGameObjs.begin(); Iter != vGameObjs.end(); ++Iter)
{
//Call Each Objects Update() method here?
}
When I run this, it throws an exception: read access violation. _Mycont was nullptr.
Not sure what to do.
error thrown Header of Class App Class:
#ifndef _H_AGK_TEMPLATE_
#define _H_AGK_TEMPLATE_
// Link to GDK libraries
#include "AGK.h"
#include "Brickbat.h"
#include "BrickBall.h"
#include "cGameObject.h"
#include <vector>
#define DEVICE_WIDTH 1024
#define DEVICE_HEIGHT 768
#define DEVICE_POS_X 32
#define DEVICE_POS_Y 32
#define FULLSCREEN false
// used to make a more unique folder for the write path
#define COMPANY_NAME "BitMaNip:Play"
// Global values for the app
class app
{
public:
// constructor
app() { memset ( this, 0, sizeof(app)); }
// main app functions - mike to experiment with a derived class for this..
void Begin( void );
int Loop( void );
void End( void );
private:
//Vector of GameObject Pointers;
std::vector <cGameObject*> vGameObjs;
//Iterator of GameObjects
std::vector <cGameObject*>::iterator Iter;
BrickBat *MyBat;
BrickBall *MyBall;
cGameObject *AGameObj;
};
extern app App;
#endif
// Allow us to use the LoadImage function name
#ifdef LoadImage
#undef LoadImage
#endif
cpp file for Header // Includes #include "template.h" #include "cGameObject.h" #include
// Namespace
using namespace AGK;
app App;
void app::Begin(void)
{
agk::SetVirtualResolution (DEVICE_WIDTH, DEVICE_HEIGHT);
agk::SetClearColor( 151,170,204 ); // light blue
agk::SetSyncRate(60,0);
agk::SetScissor(0,0,0,0);
//Test
/*BrickBall = agk::CreateSprite(0);
agk::SetSpriteSize(BrickBall, 64, 64);
agk::SetSpriteColor(BrickBall, 255, 255, 255, 255);
xPos = (DEVICE_WIDTH - 64) / 2;
yPos = (DEVICE_HEIGHT - 64) / 2;
agk::SetSpritePosition(BrickBall, xPos , yPos );
xDir = 1;
yDir = 1;
iSpeed = 8;*/
MyBat = new BrickBat(128, 32, (1024-128)/2, 768-64, 0);
AGameObj = new BrickBat(128, 32, (1024 - 128) / 2, 768 - 64, 0);
vGameObjs.push_back(AGameObj);
MyBall = new BrickBall(64, 512, 384, 1, 1, 0);
AGameObj = new BrickBall(64, 512, 384, 1, 1, 0);
vGameObjs.push_back(AGameObj);
}
int app::Loop (void)
{
agk::Print( agk::ScreenFPS() );
if (agk::GetRawKeyState(37) == 1)
{
MyBat->MoveLeft();
}
if (agk::GetRawKeyState(39) == 1)
{
MyBat->MoveRight();
}
MyBat->Update();
MyBall->Update();
MyBall->Collided(MyBat->iGetBatID());
for (Iter = vGameObjs.begin(); Iter != vGameObjs.end(); ++Iter)
{
//(*Iter)->Update();
//(*Iter)->Collided(MyBat->iGetBatID());
}
Derived class
class BrickBall: public cGameObject { private:
bool bHoriDir;
bool bVertDir;
int iSpeed;
bool bPause; //in case game is paused
public: BrickBall(int iSize, int xPos, int yPos, bool bHori, bool bVert, int ImageID); virtual void Update() override; virtual void Collided(int OtherSpriteToCheck) override; };
agk::Sync();
return 0; // return 1 to close app
}
void app::End (void)
{
}
Base Class:
#pragma once
class cGameObject
{
protected:
bool bInit = false;
int iSprID;
int iImageID;
int iXPos;
int iYPos;
int iAngle;
int iAlpha;
int iWidth;
int iHeight;
int iColour;
//Movement
float fDeltaX;
float fDeltaY;
//Animation
int iAniType; //Type of animation
//0 = No Animation
//1 = Repeating Loop of Frames (All image is animation)
//2 =
int iFrameW; //Width of Animation Frame
int iFrameH; //Height of Animation frame
int iFPS; //Animation Delay
int iNumFrames; //Number of animation frames
int iAniCount; //Frame Counter
public:
// set up default for constructor
cGameObject(int width = 16, int height = 16, int xPos = 0, int yPos = 0, int ImageID = 0);
void SetPosition(int ixPos, int iyPos);
void SetSize(int iWidth, int iHeight);
void SetWidth(int Width);
void SetAngle(int iAngle);
void SetTransparency(int iAlpha);
void SetAnimation(int Type, int FrameW, int FrameH, int FPS, int NumFrames);
virtual void Collided(int OtherSpriteToCheck) {};
virtual void Update() {};
int iGetWidth();
int iGetHeight();
int iGetX();
int iGetY();
int iGetSprID();
~cGameObject();
};
Base Class cpp
#include "cGameObject.h"
#include "agk.h"
void cGameObject::SetAngle(int iAngle)
{
if (bInit == true)
{
if (iAngle > 0 && iAngle < 359)
{
agk::SetSpriteAngle(iSprID, iAngle);
}
}
}
//cGameObject::cGameObject(int width, int height, int xPos, int yPos, const char * szImageFile)
cGameObject::cGameObject(int width, int height, int xPos, int yPos, int ImageID)
{
bInit = true;
iImageID = 0;
/*if (std::strlen(szImageFile) > 0)
{
iImageID = agk::LoadImage(szImageFile);
if (iImageID < 1)
{
bInit = false;
}
}*/
iColour = agk::MakeColor(255, 255, 255);
//init animation code
iAniType = 0; //Type of animation
iFrameW = 64; //Width of Animation Frame
iFrameH = 64; //Height of Animation frame
iFPS = 10; //Animation Delay
iNumFrames = 1; //Number of animation frames
iAniCount = 0; //Frame Counter
iSprID = agk::CreateSprite(iImageID);
if (iSprID < 1)
{
bInit = false;
}
else
{
agk::SetSpriteSize(iSprID, width, height);
agk::SetSpritePosition(iSprID, xPos, yPos);
fDeltaX = 4.0;
fDeltaY = 4.0;
}
}
void cGameObject::SetPosition(int ixPos, int iyPos)
{
if (bInit == true)
{
agk::SetSpritePosition(iSprID, ixPos, iyPos);
}
}
void cGameObject::SetSize(int iWidth, int iHeight)
{
if (bInit == true)
{
if (iWidth > 0 && iWidth < 1024 && iHeight > 0 && iHeight < 1024)
{
agk::SetSpriteSize(iSprID, iWidth, iHeight);
}
}
}
void cGameObject::SetWidth(int Width)
{
if (bInit == true)
{
agk::GetSpriteWidth(Width);
}
}
void cGameObject::SetTransparency(int iAlpha)
{
if (bInit == true)
{
if (iAlpha > 0 && iAlpha < 256)
{
agk::SetSpriteTransparency(iSprID, iAlpha);
}
}
}
void cGameObject::SetAnimation(int Type, int FrameW, int FrameH, int FPS, int NumFrames)
{
//Animation
iAniType = Type;
iFrameW = FrameW; //Width of Animation Frame
iFrameH = FrameH; //Height of Animation frame
iFPS = FPS; //Animation Delay
iNumFrames = NumFrames; //Number of animation frames
iAniCount = 0; //Frame Counter
agk::SetSpriteAnimation(iSprID, iFrameW, iFrameH, iNumFrames);
if (iAniType > 0)
{
agk::PlaySprite(iSprID, iFPS);
}
}
int cGameObject::iGetWidth()
{
if (bInit == true)
{
return agk::GetSpriteWidth(iSprID);
}
else
{
return 0;
}
}
int cGameObject::iGetHeight()
{
if (bInit == true)
{
return agk::GetSpriteHeight(iSprID);
}
else
{
return 0;
}
}
int cGameObject::iGetX()
{
if (bInit == true)
{
return agk::GetSpriteX(iSprID);
}
else
{
return 0;
}
}
int cGameObject::iGetY()
{
if (bInit == true)
{
return agk::GetSpriteY(iSprID);
}
else
{
return 0;
}
}
int cGameObject::iGetSprID()
{
if (bInit == true)
{
return iSprID;
}
else
{
return 0;
}
}
cGameObject::~cGameObject()
{
if (bInit == true)
{
agk::DeleteSprite(iSprID);
}
}
Derived Class Header:
#include "cGameObject.h"
class BrickBall: public cGameObject
{
private:
bool bHoriDir;
bool bVertDir;
int iSpeed;
bool bPause; //in case game is paused
public:
BrickBall(int iSize, int xPos, int yPos, bool bHori, bool bVert, int ImageID);
virtual void Update() override;
virtual void Collided(int OtherSpriteToCheck) override;
};
Derived Class cpp
#include "BrickBall.h"
BrickBall::BrickBall(int Size, int xPos, int yPos, bool bHori, bool bVert, int ImageID):cGameObject(Size, Size, xPos, yPos, ImageID)
{
iWidth = Size;
iHeight = Size;
iXPos = xPos;
iYPos = yPos;
bHoriDir = bHori;
bVertDir = bVert;
/*iSprID = agk::CreateSprite(0);
agk::SetSpriteColor(iSprIdx, 255, 255, 255, 255);
//agk::SetSpriteSize(iSprIdx, iSize, iSize);
agk::SetSpriteSize(iSprIdx, 64, 64);
//agk::SetSpritePosition(iSprIdx, ixPos, iyPos);
agk::SetSpritePosition(iSprIdx, ixPos, iyPos);
bInit = true;*/
iSpeed = 8;
}
void BrickBall::Update()
{
if (bInit==true)// && BatID > 0)
{
//Move Ball
agk::SetSpriteColor(iSprID, 100, 100, 100, 255);
agk::PrintC("BallX:");
agk::Print(iXPos);
if (bHoriDir == 1) //Right
{
iXPos = iXPos + iSpeed;
if (iXPos > 1024 - iWidth)
{
bHoriDir = 0;
}
}
else
{
iXPos = iXPos - iSpeed;
if (iXPos < 0)
{
bHoriDir = 1;
}
}
if (bVertDir == 1) //down
{
iYPos = iYPos + iSpeed;
if (iYPos > 768 - 64)
{
bVertDir = 0;
}
}
else
{
iYPos = iYPos - iSpeed;
if (iYPos < 0)
{
bVertDir = 1;
}
}
agk::SetSpritePosition(iSprID, iXPos, iYPos);
//END Move Ball
//Bat2Ball Collisions
/*if (agk::GetSpriteCollision(iSprID, BatID))
{
//We have collided.
//As Ball is bigger than the gap below the bat must have hit top or sides
//so just flip the vertcal direction
if (bVertDir == 1)
{
bVertDir = 0;
}
}*/
}
}
void BrickBall::Collided(int OtherSpriteToCheck)
{
if (agk::GetSpriteCollision(iSprID, OtherSpriteToCheck))
{
if (bVertDir == 1)
{
bVertDir = 0;
}
}
}
I don't know the cause of your error, but I got this exact error because I had an iterator to a vector, then I updated the vector, then I tried to dereference the iterator (eg access *myIterator). I'm new to C++, but it seems that if you alter a collection after getting an iterator for it, your iterator is no longer valid. You need to repoint your iterator to wherever it was.
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