我创造了一个游戏,它使用彩色编码图像来创建不同的身体/装置。因此,例如,如果像素是绿色,它将作为7存储到数组中,然后程序将创建一个称为敌人的主体。如果有10个绿色像素,则会创建10个敌人:
else if (array[w][h]==7)
{
b2BodyDef Enemy_BodyDef;
Enemy_BodyDef.type = b2_kinematicBody;
Enemy_BodyDef.position.Set(x,y);
m_enemyBody = m_world->CreateBody(&Enemy_BodyDef);
m_enemyBody->SetAngularVelocity(0.0);
m_enemyBody->SetAngularDamping(0.3f);
m_enemyBody->SetLinearDamping(5.0f);
m_enemyBody->SetFixedRotation(true);
b2PolygonShape Enemy_dynamicBox;
Enemy_dynamicBox.SetAsBox(2.5f, 2.5f);
b2FixtureDef Enemy_fixtureDef;
Enemy_fixtureDef.shape = &Enemy_dynamicBox;
Enemy_fixtureDef.density = 1.0f;
Enemy_fixtureDef.friction = 0.1f;
Enemy_fixtureDef.restitution=.0f;
m_enemyFixture=m_enemyBody->CreateFixture(&Enemy_fixtureDef);
enemyBody a;
m_enemybodies.push_back(a);
}
在渲染中:
ngl::ShaderLib *shader9=ngl::ShaderLib::instance();
(*shader9)["nglDiffuseShader"]->use();
for(unsigned int i=0; i<m_enemybodies.size(); ++i)
{
m_enemybodies[i].m_enemy_position.m_x = m_enemyBody->GetPosition().x;
m_enemybodies[i].m_enemy_position.m_y = m_enemyBody->GetPosition().y;
m_enemybodies[i].m_enemy_dimention.set(5.0f,5.0f);
m_transform.reset();
{
shader9->setShaderParam4f("Colour",1.0f,0.0f,0.0f,1.0f);
m_transform.setScale(m_enemybodies[i].m_enemy_dimention.m_x,m_enemybodies[i].m_enemy_dimention.m_y,0.1);
m_transform.setPosition(m_enemybodies[i].m_enemy_position.m_x,m_enemybodies[i].m_enemy_position.m_y,0.0);
loadMatricesToShader();
prim->draw("cube");
}
}
b2Fixtures被放置在正确的位置,但只有最后一个被渲染。这也适用于我尝试设置它们的线速度时,只移动和渲染数组中的最后一个。
使用它们在Vector中的事实,我如何迭代并让它们渲染和移动?
编辑:
enemyBody a;
m_enemybodies.push_back(a);
这是指我为放置和渲染实体而创建的结构:
typedef struct
{
ngl::Vec2 m_enemy_position;
ngl::Vec2 m_enemy_dimention;
}enemyBody;
答案 0 :(得分:1)
我看到有两件事可能会引起问题。首先,最重要的是,明显使用指向本地/临时变量的指针:
b2BodyDef Enemy_BodyDef;
...
m_enemyBody = m_world->CreateBody(&Enemy_BodyDef);
b2PolygonShape Enemy_dynamicBox;
...
Enemy_fixtureDef.shape = &Enemy_dynamicBox;
b2FixtureDef Enemy_fixtureDef;
...
m_enemyFixture=m_enemyBody->CreateFixture(&Enemy_fixtureDef);
离开此函数/方法后,这些局部变量不再存在,并且任何指向它们的指针都无效。此时尝试访问指向这些局部变量的指针将导致未定义的行为。如果你真的需要创建多个对象引用的对象,你需要使用动态内存:
b2PolygonShape* pEnemy_dynamicBox = new b2PolygonShape;
Enemy_fixtureDef.shape = Enemy_dynamicBox;
虽然您需要记住删除已分配的内存。更惯用的C ++解决方案将使用std::shared_ptr<>
。
另一个问题可能是最后两行:
enemyBody a;
m_enemybodies.push_back(a);
这似乎只是将一个新的,未初始化/设置的敌人身体推向了矢量。您刚刚在前一行中设置的m_enemyBody
发生了什么变化?你的意思是做什么:
m_enemybodies.push_back(*m_enemyBody);
代替?
<强>更新强>
仔细观察渲染循环,很明显为什么你只能显示一个身体。这段代码:
m_enemybodies[i].m_enemy_position.m_x = m_enemyBody->GetPosition().x;
m_enemybodies[i].m_enemy_position.m_y = m_enemyBody->GetPosition().y;
m_enemybodies[i].m_enemy_dimention.set(5.0f,5.0f);
只需将矢量中的每个实体设置为相同的坐标和尺寸即可。这一点,以及将空enemyBody
推入向量的困惑,是导致问题的原因。
要修复它,请在创建函数中更改一行(不包括使用临时变量指针的修复):
m_enemybodies.push_back(*m_enemyBody);
并且在渲染循环中只需执行:
for(unsigned int i=0; i<m_enemybodies.size(); ++i)
{
m_transform.reset();
shader9->setShaderParam4f("Colour",1.0f,0.0f,0.0f,1.0f);
m_transform.setScale(m_enemybodies[i].m_enemy_dimention.m_x,m_enemybodies[i].m_enemy_dimention.m_y,0.1);
m_transform.setPosition(m_enemybodies[i].m_enemy_position.m_x,m_enemybodies[i].m_enemy_position.m_y,0.0);
loadMatricesToShader();
prim->draw("cube");
}
请注意,如果您使用的是兼容C ++ 11的编译器,则此循环可以更简单地表达为:
for (auto & body: m_enemybodies) {
...
m_transform.setScale(body.m_enemy_dimention.m_x, body.m_enemy_dimention.m_y, 0.1);
m_transform.setPosition(body.m_enemy_position.m_x, body.m_enemy_position.m_y, 0.0);
...
}