我一直在使用SDL库在C ++中编写游戏。今天在改变我的玩家角色类的工作方式时,我遇到了一个非常令人费解的问题。以下代码构成了我的逻辑的一部分,允许玩家发射子弹。控制变量b_canFire和b_shouldFire(我计划重命名这些以使其更有意义),在类的其他地方设置,以允许在用户按下键时执行此功能。
bool PlayerChar::DoFiring()
{
if(b_canFire && b_shouldFire)
{
Fire(box.x + 22, box.y); // This fires a bullet
b_canFire = false; // Does not work
b_shouldFire = false; // Does not work
return true;
}
}
当我使用调试器逐步执行此代码时,b_canFire和b_shouldFire的值不会被if语句中的赋值更改为false。但是,如果我将代码更改为以下内容:
bool PlayerChar::DoFiring()
{
if((b_canFire) && (b_shouldFire))
{
Fire(box.x + 22, box.y); // This fires a bullet
b_canFire = false; // Works
b_shouldFire = false; // Works
return true;
}
}
或
bool PlayerChar::DoFiring()
{
if(b_canFire == true && b_shouldFire == true)
{
Fire(box.x + 22, box.y); // This fires a bullet
b_canFire = false; // Works
b_shouldFire = false; // Works
return true;
}
}
突然分配工作。我也试过在一个空的测试项目中复制这种情况,如下所示:
bool bC = true;
bool bD = true;
if(bC == true && bD == true)
{
bC = false; // Works
bD = false; // Works
}
bool bE = true;
bool bF = true;
if(bE && bF)
{
bE = false; // Works
bF = false; // Works
}
但是,这两个示例都完全按照应有的方式分配值。显然我在这里遗漏了一些东西,但对于我的生活,我看不出它是什么。我已经弄清楚如何解决问题以使我的代码工作,但是真的很困扰我不知道在第一个例子中是什么打破了分配,因为到目前为止我所学到的关于C ++的一切都告诉我它们应该正常工作。
这是我使用C ++语言的第一个主要项目,我还在学习,所以来自更有经验的程序员的任何帮助或建议都会很棒。
谢谢!
编辑:
这里要求的是全班:
#include <list>
#include "SDL_mixer.h"
#include "hiGlobalVars.h"
#include "hiGlobalObjects.h"
#include "hiAssetManager.h"
#include "hiRendering.h"
#include "hiTimer.h"
#include "hiBullet.h"
#include "hiPlayerChar.h"
#include "hiDebugger.h"
using std::list;
PlayerChar::PlayerChar()
{
moveSpeed = 6;
moveDir = NONE;
b_canFire = true;
b_shouldFire = false;
box.x = 0;
box.y = 470;
box.w = 38;
box.h = 40;
}
PlayerChar::~PlayerChar()
{
}
void PlayerChar::SetPos(int x)
{
box.x = x;
}
void PlayerChar::Draw()
{
BlitSurface(box.x, box.y, assets.ss_playerchar_idle, ss_screen);
}
bool PlayerChar::DoFiring()
{
if((b_canFire) && (b_shouldFire))
{
// Fire a bullet
Fire(box.x + 22, box.y);
b_canFire = false;
b_shouldFire = false;
return true; // fired a bullet
}
return false; // did not fire a bullet
}
void PlayerChar::Fire(int x, int y)
{
// Create a new bullet at the correct location and add it to the global bullet list
Bullet* bullet = new Bullet();
bullet->SetPos(x, y);
bullets.push_back(bullet);
// Play bullet firing sound
Mix_PlayChannel(-1, assets.mc_firebullet, 0);
}
void PlayerChar::HandleInput(Uint8* keystates)
{
if(keystates[SDLK_LEFT] && keystates[SDLK_RIGHT])// Both direction keys
moveDir = NONE;
if(keystates[SDLK_LEFT] && !keystates[SDLK_RIGHT]) // Left key and not right key
moveDir = LEFT;
if(!keystates[SDLK_LEFT] && keystates[SDLK_RIGHT]) // Right key and not left key
moveDir = RIGHT;
if(!keystates[SDLK_LEFT] && !keystates[SDLK_RIGHT]) // Neither direction key
moveDir = NONE;
if(keystates[SDLK_SPACE]) // Space bar
b_shouldFire = true;
if(!keystates[SDLK_SPACE]) // Allow another bullet to be fired after release
b_canFire = true;
}
void PlayerChar::Move()
{
if(moveDir == LEFT && box.x > 0) // If not off screen, move
box.x -= moveSpeed;
if(moveDir == RIGHT && box.x < (ss_screen->w - box.w))
box.x += moveSpeed;
}
和标题:
#ifndef __hiPlayerChar__
#define __hiPlayerChar__
#include "SDL.h"
#include "SDL_mixer.h"
#include "hiGlobalVars.h"
enum MoveDir
{
LEFT,
RIGHT,
NONE
};
class PlayerChar
{
private:
Sint16 moveSpeed;
MoveDir moveDir;
bool b_canFire;
bool b_shouldFire;
public:
// Ctr & Dtr
PlayerChar();
~PlayerChar();
// Functions
void SetPos(int x);
bool DoFiring();
void Fire(int x, int y);
void Move();
void Draw();
void HandleInput(Uint8* keystates);
// Size and position
SDL_Rect box;
};
#endif
答案 0 :(得分:2)
您的函数中缺少最后一条返回指令:
bool PlayerChar::DoFiring()
{
if(b_canFire && b_shouldFire)
{
Fire(box.x + 22, box.y); // This fires a bullet
b_canFire = false; // Does not work
b_shouldFire = false; // Does not work
return true;
}
return false; // WAS MISSING HERE
}
如果你的b_canFire,b_shouldFire是假的,你的函数会返回任何(UB)。