Search found 75 matches

by bnpph
Tue May 24, 2011 4:20 pm
Forum: Programming Discussion
Topic: [SOLVED]Loading a map crashing the game.
Replies: 2
Views: 538

Re: Loading a map crashing the game.

SolidTile::SolidTiles.clear(); for (int i = 0; i < SolidTile::SolidTiles.size(); i++) { SolidTile::SolidTiles.at(i) = NULL; } JumpTile::JumpTiles.clear(); for (int i = 0; i < JumpTile::JumpTiles.size(); i++) { JumpTile::JumpTiles.at(i) = NULL; } Entity::Entitys.clear(); for (int i = 0; i < Entity::...
by bnpph
Thu May 19, 2011 2:57 pm
Forum: Programming Discussion
Topic: C/++ Programmers should read this.
Replies: 5
Views: 914

Re: C/++ Programmers should read this.

Read/knew most of this before, but it is very helpful.

Thanks for link.
by bnpph
Wed May 18, 2011 5:56 pm
Forum: Programming Discussion
Topic: [SOLVED]Deleting Objects
Replies: 9
Views: 875

Re: Deleting Objects

Thanks for all the replies! I'd like to clarify that it is a vector of pointers to an Entity class, and that I do check if things aren't NULL before doing things with them, but for some reason when I use delete or call a destructor it still crashes. Now, I think that calling erase is the way I'd li...
by bnpph
Wed May 18, 2011 4:42 pm
Forum: Programming Discussion
Topic: [SOLVED]Deleting Objects
Replies: 9
Views: 875

Re: Deleting Objects

Adding to what Ginto said, when you are adding entities to the vector, it's also a good idea to loop through them, and check to see if there's a NULL pointer, if so, assign the value of your entity pointer to that NULL pointer. That way you don't always have to reallocate the vector when you add an...
by bnpph
Wed May 18, 2011 4:35 pm
Forum: Programming Discussion
Topic: [SOLVED]Deleting Objects
Replies: 9
Views: 875

Re: Deleting Objects

The vector should be storing pointers to your Entities, and once you delete an entity you should make the pointer to it NULL. Also, in any function that uses your entities you should make sure it's not null before you use it. No, the vector stores what you told it to. vector<class> is defined to be...
by bnpph
Tue May 17, 2011 2:59 pm
Forum: Programming Discussion
Topic: Class Dependency issues (C++)
Replies: 4
Views: 713

Re: Class Dependency issues (C++)

It might be from DefaultNPCBehavior.h because you didn't forward declare class NPCBehavior. Also, if you only need pointers in h file, then you can only include in the .cpp like this: bar.h #pragma once class bar { public: int var; bar(); ~bar(); }; (pretend bar.cpp exists and implements everything)...
by bnpph
Tue May 17, 2011 2:48 pm
Forum: Game Development
Topic: Data Structures and Sorting Algorithms
Replies: 3
Views: 1515

Re: Data Structures and Sorting Algorithms

Usually when I work on my development, usually I stick to the basic STL things like vectors and hash maps. Do programmers here tend to use other structures like LinkedLists, Queues Every data structure has a purpose, and I have used all of them. My favorite is the stack, but unfortunately STD has a...
by bnpph
Sat May 14, 2011 10:02 pm
Forum: Programming Discussion
Topic: Multiple Definition (C++)
Replies: 6
Views: 707

Re: Multiple Definition (C++)

It is safe to put it in the cpp, but I generally avoid that too - I prefer to put it in every function that needs it: void function() { using namespace std; //blah blah } This makes copy+pasting easier, and specifically states which functions require the std. If you have inline functions in the .h f...
by bnpph
Sat May 14, 2011 2:34 pm
Forum: Programming Discussion
Topic: Multiple Definition (C++)
Replies: 6
Views: 707

Re: Multiple Definition (C++)

#include <SDL/SDL.h> #include <SDL/SDL_image.h> #include <SDL/SDL_ttf.h> #include <iostream> #include <fstream> #include <string> #include "Map.h" #include "Tile.h" using namespace std; #ifndef UTILS_H #define UTILS_H First off, put #includes inside your guards. This will improv...
by bnpph
Thu May 12, 2011 10:46 pm
Forum: Programming Discussion
Topic: Re-visiting my Animation Class [Not Solved]
Replies: 5
Views: 684

Re: Re-visiting my Animation Class [Not Solved]

I don't fully understand your question, but here is a quick thing that might be what you're looking for: class AnimationManager { public: struct Animation { unsigned int numFrames; SDL_Rect* frames; }; private: unsigned int animationStackPtr; unsigned int numAnimations; Animation* animations; public...
by bnpph
Thu May 12, 2011 4:55 pm
Forum: Programming Discussion
Topic: Google Code Jam
Replies: 8
Views: 1163

Re: Google Code Jam

Qualification round is over.

Who competed?
by bnpph
Mon Apr 11, 2011 1:16 pm
Forum: Game Development
Topic: [School Project] Rendering Engine
Replies: 22
Views: 4971

Re: [School Project] Rendering Engine

It says I need d3dx9_43.dll - could you provide it?

Also, no source? :(
by bnpph
Mon Apr 04, 2011 7:49 pm
Forum: General Gaming
Topic: HIT THA BLOCK with a few bucks, came back with gold
Replies: 17
Views: 8994

Re: HIT THA BLOCK with a few bucks, came back with gold

Oh, duh. I meant 60 cents.
by bnpph
Mon Apr 04, 2011 6:07 pm
Forum: General Gaming
Topic: HIT THA BLOCK with a few bucks, came back with gold
Replies: 17
Views: 8994

Re: HIT THA BLOCK with a few bucks, came back with gold

If for everytime I hit puberty I got a nickel, I would have 55 cents.