Game object management
Hi,
I need a little help with my game object management.
I am trying to create lists of cObjects, in a std::vector list -
pObjectList->add( pObject) ;
I can then say:
pObjectList->render();
and my app will render all the items in the list.
Unfortunately, I have become muddled due to my pointers I think.
Heres my pseudo code:
Cobject* pTempObject = new Cobject( device );
pTempObject->create( meshfilename, position, OBJECT_TYPE_LAND );
pObjectList->add( pTempObject, "Tank" );
pTempObject->create( 2ndMesh, position, OBJECT_TYPE_AIR );
pObjectList->add( pTempObject, "PLANE" );
I get two poiunters to objects in the vectorlist, but they are both pointers to the same thing (the address of the pTempObject, I imagine!).
How can I do this correctly? Ideally I am creating an object, copying it into the list, creating another, and copying that one too without affecting the first.
Should I not use pointers to Cobjects?
Any help, much obliged!
Thanks
Simon
You are only creating 1 object Cobject* pTempObject = new Cobject( device );
But you are calling create on the same object twice. The pointer never changes. It sounds like you want to create 2 different objects, so you need to new another Cobject for your 2nd call to create.
But you are calling create on the same object twice. The pointer never changes. It sounds like you want to create 2 different objects, so you need to new another Cobject for your 2nd call to create.
try this:
Cobject* pTempObject = new Cobject( device );
pTempObject->create( meshfilename, position, OBJECT_TYPE_LAND );
pObjectList->add( pTempObject, "Tank" );
Cobject* pTempObject = new Cobject( device );
pTempObject->create( 2ndMesh, position, OBJECT_TYPE_AIR );
pObjectList->add( pTempObject, "PLANE" );
but remember to delete all pointers in your list before destroying list itself
Cobject* pTempObject = new Cobject( device );
pTempObject->create( meshfilename, position, OBJECT_TYPE_LAND );
pObjectList->add( pTempObject, "Tank" );
Cobject* pTempObject = new Cobject( device );
pTempObject->create( 2ndMesh, position, OBJECT_TYPE_AIR );
pObjectList->add( pTempObject, "PLANE" );
but remember to delete all pointers in your list before destroying list itself
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