碰撞检测期间堆栈溢出错误

时间:2013-06-29 02:42:46

标签: c++ collision-detection stack-overflow

我正在使用精灵制作简单的DirectX 9 2d游戏。我已经编写了(并将我在书籍和在线上找到的一些代码片段拼凑在一起)一个小型引擎,现在应用于应用程序的碰撞检测元素。我在为碰撞检测创建的​​函数中收到堆栈溢出错误:

UINT Game::IsCollision(int a, int b)
{
  if(a != b)
  {
    if((m_Sprites[a].posrect.bottom >= m_Sprites[b].posrect.top) && (m_Sprites[a].posrect.top <= m_Sprites[b].posrect.bottom) && (m_Sprites[a].posrect.right >= m_Sprites[b].posrect.left) && (m_Sprites[a].posrect.left <= m_Sprites[b].posrect.right))
    {
      if(m_Sprites[a].posrect.top < m_Sprites[b].posrect.top && m_Sprites[a].posrect.top < m_Sprites[b].posrect.bottom && m_Sprites[a].posrect.bottom < m_Sprites[b].posrect.bottom)
      {
        return BOTTOM;
      }
      else if(m_Sprites[b].posrect.top < m_Sprites[a].posrect.top && m_Sprites[a].posrect.top < m_Sprites[b].posrect.bottom && m_Sprites[b].posrect.bottom < m_Sprites[a].posrect.bottom)
      {
        return TOP;
      }
      else if( m_Sprites[a].posrect.left < m_Sprites[b].posrect.left && m_Sprites[b].posrect.left < m_Sprites[a].posrect.right && m_Sprites[a].posrect.right < m_Sprites[b].posrect.right)
      {
        return RIGHT;
      }
      else if( m_Sprites[b].posrect.left < m_Sprites[a].posrect.left &&  m_Sprites[a].posrect.left < m_Sprites[b].posrect.right &&  m_Sprites[b].posrect.right < m_Sprites[a].posrect.right)
      {
        return LEFT;
      }
    }
    else
    {
       return NOCOLLISION;
    }
  }
  return NOCOLLISION;
}

这也是我如何调用函数:

void Game::UpdateSprite(int e)
{
  UINT collision;
  for(int f = 0; f < MAX_SPRITES; f++)
  {
    if(m_Sprites[f].occupied && m_Sprites[e].occupied && f != e)
    {
      collision = IsCollision(f, e);

      switch (collision)
      {
        case BOTTOM:
          m_Sprites[e].movey *= -1;
          m_Sprites[f].movey *= -1;
          break;

        case TOP:
          m_Sprites[e].movey *= -1;
          m_Sprites[f].movey *= -1;
          break;

        case RIGHT:
          m_Sprites[e].movex *= -1;
          m_Sprites[f].movex *= -1;
          break;

        case LEFT:
          m_Sprites[e].movex *= -1;
          m_Sprites[f].movex *= -1;
          break;

        case NOCOLLISION:
          break;
      }
      UpdateSprite(e);
      UpdateSprite(f);
    }
  }
}

1 个答案:

答案 0 :(得分:3)

从UpdateSprite底部删除对UpdateSprite的调用。当函数调用自身而没有递归的终止案例时,您将获得无限递归和堆栈溢出。