我有一个设置为0
的指针,然后在同一个函数中,在一些循环/条件中,我尝试重新分配它。(请阅读评论)
for(Entity* tile : _originalFloorTiles)
{
for(Turns turn : pointsUpLeftDownRight)
{
if(tile->GetCollisionRect().ContainsPoint(turn.first.x, turn.first.y)){
turn.second = tile; //everything looks fine here, turn.second is still null and tile is a valid pointer
assert(turn.second); //turn.second is definitely assigned the value of tile here.
}
HAPI->DebugText("check pointsUpLeftDownRight now");//!Here's where it gets weird,
// If i hover over turn and inspect it in visual studio now, turn.second is still completely valid
// (with the assigned value of tile).
// But hovering over pointsUpLeftDownRight shows its contents for each turn..
// and inside there the current turn is a NULL pointer for turn.second!
}
}
所以有一刻我指责我的指针没问题,下一刻指针似乎根本没有改变。
澄清一下,Turns
是std::pair<Vect, Entity*>
的懒惰类型,如果这让我的代码更难读,就会道歉,有些人很快就把敌人ai扔到了一起。我将在下面发布完整的功能。
我真的很难过这里,不确定我是不是白痴或者有什么奇怪的事情发生,非常感谢任何花时间去看的人。
//寻找鬼魂可以接受的转弯。
void IceGhostNPC::RespondToTimePassed()
{
//Entity* t = _originalFloorTiles[0];
//test if enough time has passed since ghost last decided to look for turns
if(_lastTimeTurned < timeGetTime() - _timeBeforeSearchingForTurns)
{
//store points surrounding ghost in a way that we can associate them with a valid floor tile to move onto
std::vector<Turns> pointsUpLeftDownRight;
pointsUpLeftDownRight.push_back(
Turns(Vect(GetCenterXPos(), GetCenterYPos() - floorTileHeight), 0)); //point above
pointsUpLeftDownRight.push_back(
Turns(Vect(GetCenterXPos() - floorTileWidth, GetCenterYPos()), 0)); //point left
pointsUpLeftDownRight.push_back(
Turns(Vect(GetCenterXPos(), GetCenterYPos() + floorTileHeight), 0)); //point down
pointsUpLeftDownRight.push_back(
Turns(Vect(GetCenterXPos() + floorTileWidth, GetCenterYPos()), 0)); //point right
//look through original floor tiles,
for(Entity* tile : _originalFloorTiles)
{
//see if its possible to take a turn
for(Turns turn : pointsUpLeftDownRight)
{
if(tile->GetCollisionRect().ContainsPoint(turn.first.x, turn.first.y)){
turn.second = tile;
assert(turn.second);
}
HAPI->DebugText("check pointsUpLeftDownRight now");
}
}
//Now to make the behaviour more interesting we have the ghost randomly take one of the turns,
// ( we use associated tile to check the turn is possible, and we can also change that tile to an icy patch )
bool turnTaken = false;
do{
int turnChoice = rand() % 4;
if(pointsUpLeftDownRight[turnChoice].second == 0)
continue; //go back to top of loop if that turn had a null tile
else
{
switch(turnChoice){
case 0: //turn upwards
_moveable->SetYDirection(Controller::UP);
_moveable->SetXDirection(Controller::NONE);
break;
case 1: //turn leftwards
_moveable->SetYDirection(Controller::NONE);
_moveable->SetXDirection(Controller::LEFT);
break;
case 2: //turn downwards
_moveable->SetYDirection(Controller::DOWN);
_moveable->SetXDirection(Controller::NONE);
break;
case 3: //turn right
_moveable->SetYDirection(Controller::NONE);
_moveable->SetXDirection(Controller::RIGHT);
break;
}
turnTaken = true;
_lastTimeTurned = timeGetTime();
//ice tile up baby
}
}while(turnTaken = false);
}
FinishResponding(timeGetTime());
}
答案 0 :(得分:8)
检查此行:
for(Turns turn : pointsUpLeftDownRight)
您正在迭代pointsUpLeftDownRight
中元素的副本。当副本被销毁时(在for
正文的末尾),您分配给该副本的任何值都将丢失。您的作业会暂时更改。
请尝试使用此功能:
for(Turns& turn : pointsUpLeftDownRight)