【发布时间】:2019-08-08 16:08:24
【问题描述】:
我正在通过SFML制作一个简单的游戏,遇到以下错误:
调试断言失败! 表达式:向量下标超出范围
此错误仅在“火箭”与第一个“敌人”接触时出现,同时屏幕上有 3 个敌人。
for (int i = 0; i < rockets.size(); i++) //This is where the error points to
{
for (int j = 0; j < enemies.size(); j++)
{
Rocket *rocket = rockets[i];
Enemy *enemy = enemies[j];
if (checkCollision(rocket->getSprite(), enemy->getSprite()))
{
//hitSound.play();
score++;
std::string finalScore = "Score: " + std::to_string(score);
scoreText.setString(finalScore);
sf::FloatRect scoreBounds = scoreText.getGlobalBounds();
scoreText.setOrigin(scoreBounds.width / 2, scoreBounds.height / 2);
scoreText.setPosition(viewSize.x * 0.5f, viewSize.y * 0.10f);
rockets.erase(rockets.begin() + i);
enemies.erase(enemies.begin() + j);
delete(rocket);
delete(enemy);
if (score % 5 == 0) levelUp();
printf("rocket intersects with enemy \n");
}
}
}
我已将敌人和火箭对象存储在向量中:
std::vector <Enemy*> enemies;
std::vector <Rocket*> rockets;
如果有帮助,这是我的整个更新功能:
void update(float dt)
{
hero.update(dt);
currentTime += dt;
if (currentTime >= prevTime + 1.125f)
{
spawnEnemy();
prevTime = currentTime;
}
for (int i = 0; i < enemies.size(); i++)
{
Enemy *enemy = enemies[i];
enemy->update(dt);
if (enemy->getSprite().getPosition().x < 0)
{
enemies.erase(enemies.begin() + i);
delete(enemy);
gameOver = true;
gameOverSound.play();
}
}
for (int i = 0; i < rockets.size(); i++)
{
Rocket *rocket = rockets[i];
rocket->update(dt);
if (rocket->getSprite().getPosition().x > viewSize.x)
{
rockets.erase(rockets.begin() + i);
delete(rocket);
}
}
for (int i = 0; i < rockets.size(); i++)
{
for (int j = 0; j < enemies.size(); j++)
{
Rocket *rocket = rockets[i];
Enemy *enemy = enemies[j];
if (checkCollision(rocket->getSprite(), enemy->getSprite()))
{
//hitSound.play();
score++;
std::string finalScore = "Score: " + std::to_string(score);
scoreText.setString(finalScore);
sf::FloatRect scoreBounds = scoreText.getGlobalBounds();
scoreText.setOrigin(scoreBounds.width / 2, scoreBounds.height / 2);
scoreText.setPosition(viewSize.x * 0.5f, viewSize.y * 0.10f);
rockets.erase(rockets.begin() + i);
enemies.erase(enemies.begin() + j);
delete(rocket);
delete(enemy);
if (score % 5 == 0) levelUp();
printf("rocket intersects with enemy \n");
}
}
}
for (int i = 0; i < enemies.size(); i++)
{
Enemy *enemy = enemies[i];
if (checkCollision(enemy->getSprite(), hero.getSprite()))
{
gameOver = true;
gameOverSound.play();
}
}
}
【问题讨论】:
-
你是通过调试器运行的吗?另外,不要在容器内使用指针,如果必须有持久化迭代器,请使用 shared_ptr
-
这是一个调试器的明确工作。
-
您可以修复错误,逐行调试代码并找到索引变量超出范围的位置。
-
如果你有 1 个火箭和 3 个敌人,第一个敌人与火箭相撞后火箭矢量会发生什么变化?
-
你不能在循环中从向量中删除元素。您应该将它们标记为计划删除并稍后删除它们的对象,例如使用 stl:std::remove_if
标签: c++ visual-studio sfml