我目前正在用直接X编写一个用c ++编写的游戏,目前用于存储绘制所有精灵的矢量。我无法让子弹在向量中工作。 子弹射击,但只有一个出现应该有50
//this vector also contains all other sprites i have like my player and my score and other sprites
///Draw is a class
vector<Draw*> chap;
vector<Draw*>::iterator it;
Draw *bullet = NULL;
///initialization of stuff
for (int i = 0; i < gt; i++)
{
bullet = new Draw[gt];
//this sets the x position and y position and other properties
bullet[i].setDraw(blet,0,0,.1,.1,0,64,64,1,0,1,color,0,0,90,0,0,false);
chap.push_back(&bullet[i]);
}
//end initialization
///game loop
for (int i = 0; i < bell; i++)
{
for (it = chap.begin(); it != chap.end(); it++)
{
(*it)->testShoot(&bullet[i], ME);
ME->playerMove();
monster1->move();
}
}
///end loop there is other stuff in loop but doesn't effect anything
/// what i'm using
void Draw::testShoot(Draw *sprite, Draw *sprite1)
{
if ((int)timeGetTime() < timer + 100)return;
timer = timeGetTime();
for (int i = 0; i < 50; i++)
{
if (Key_Down(DIK_SPACE))
{
if (!sprite[i].alive)
{
sprite[i].x = sprite1->x + sprite1->width / 4;
sprite[i].y = sprite1->y + sprite1->height / 4;
sprite[i].velx = 1;
sprite[i].vely = 0;
sprite[i].alive = true;
break;
}
}
}
}
答案 0 :(得分:2)
bullet = new Draw[gt];
应该在for
循环之前,而不在其中。现在你在循环的每个迭代中创建一个新数组,它只有一个填充元素,并且当你每次覆盖bullet
中的值时丢失你创建的先前的数组。
换句话说,这个:
for (int i = 0; i < gt; i++)
{
bullet = new Draw[gt];
bullet[i].setDraw( ...
应该是这样的:
bullet = new Draw[gt];
for (int i = 0; i < gt; i++)
{
bullet[i].setDraw( ...