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# Wont read all my if statements correctly?

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	if(newB1 > b1)
{
b1+=5*time;
if(b1>newB1)
b1=newB1;
}
else if(newB1 < b1)
{
b1-=5*time;
if(b1<newB1)
b1=newB1;
}
if(newB2 > b2)
{
b2+=5*time;
if(b2>newB2)
b2=newB2;
}
else if(newB2 < b2)
{
b2-=5*time;
if(b2<newB2)
b2=newB2;
}
if(newB3 > b3)
{
b3+=5*time;
if(b3>newB3)
b3=newB3;
}
else if(newB3 < b3)
{
b3-=5*time;
if(b3<newB3)
b3=newB3;
}


For some reason, it seems like it wont even make them go up, only down :/

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Looks fine to me. Are you sure those variables actually have the correct values?

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Looks alright to me, too. Try using a break point in the debugger to verify the values are correct.

With all those ifs, it's a bit confusing what you're trying to accomplish with the code. Appears to be some kind of move-object-towards-target routine.

Just for inspiration, here's a different approach:
// Assumed semantics://   b1 == current position//   newB1 == target positionfloat maxDistance = 5 * time;// Calculate offset of target to current positionfloat offset = newB1 - b1;// Limit to allowed movement speedoffset = min(max(offset, -maxDistance), maxDistance);// Moveb1 += offset;float offset = newB2 - b2;offset = min(max(offset, -maxDistance), maxDistance);b2 += offset;float offset = newB3 - b3;offset = min(max(offset, -maxDistance), maxDistance);b3 += offset;

-Markus-

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Try clean solution and then rebuild.
Sometimes (if you using visual studio) some strange things happen, and most of the time rebuild is the solution.

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Actually what I was trying to do was use three values to modulate color for a few images I have in game. I wrote a changeBoard(float time) function that would update the game slowly so it would fade into the color as opposed to popping to it.

The problem wasn't my IF statements that I rewrote about ten times, it was that I had created b1,b2,b3,newB1,newB2,newB3 as ints instead of floats. Not good!

Either way, I fixed it, thanks for your help!

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1) You have a bunch of corresponding pairs of variables, each of which you treat the same way. Why not instead keep them in arrays?

for (int i = 0; i < 3; ++i) {	if (newBs > bs) {		bs += 5 * time;		if (bs > newBs) { bs = newBs; }	} else if (newBs < bs) {		bs -= 5 * time;		if (bs < newBs) { bs = newBs; }	}}

2) We can use references to clean that up a little bit and make it look like we're working with plain variables again:

for (int i = 0; i < 3; ++i) {	double& b = bs; // or whatever data type it actually is	double& newB = newBs; // or whatever data type it actually is	if (newB > b) {		b += 5 * time;		if (b > newB) { b = newB; }	} else if (newB < b) {		b -= 5 * time;		if (b < newB) { b = newB; }	}}

3) The quantity '5 * time' is the same in either case, so we can determine it ahead of time:

for (int i = 0; i < 3; ++i) {	double& b = bs; // or whatever data type it actually is	double& newB = newBs; // or whatever data type it actually is	double delta = 5 * time;	if (newB > b) {		b += delta;		if (b > newB) { b = newB; }	} else if (newB < b) {		b -= delta;		if (b < newB) { b = newB; }	}}

4) To "clamp" values, use the standard library algorithms std::min and std::max:

for (int i = 0; i < 3; ++i) {	double& b = bs; // or whatever data type it actually is	double& newB = newBs; // or whatever data type it actually is	double delta = 5 * time;	if (newB > b) {		b = std::max(b + delta, newB);	} else if (newB < b) {		b = std::min(b - delta, newB);	}}

@VitaminCPP: to actually delete your multiple posts, check off the "Delete?" box when you edit the post.

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Quote:
 Original post by Zahlman1) You have a bunch of corresponding pairs of variables, each of which you treat the same way. Why not instead keep them in arrays?2) We can use references to clean that up a little bit and make it look like we're working with plain variables again:3) The quantity '5 * time' is the same in either case, so we can determine it ahead of time:4) To "clamp" values, use the standard library algorithms std::min and std::max:

1) Or even better, an STL vector.

2) Ingenious idea, I've never thought about using references that way. For me, that makes it instantly clear what you are trying to do.

3) I'd imagine things like that would be optimized in the compiler? Either case, it seems like a good habit.

4)What library is that in?

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Quote:
 1) Or even better, an STL vector.

If its going to be a static-sized small array (like 5 elements) then don't use an STL vector. This just adds overhead.

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Quote:
 ...would update the game slowly so it would fade into the color as opposed to popping to it.

So by the three 'B's do you mean red, green and blue?

If the above snippet of ur quote is what you want to do then you can do it a much different way (this may be not what u are trying to achieve mind you):

struct RGB { float r, g, b; }RGB getFadedColor (RGB& start, RGB& end, float amount){	/* start = original color	   end = target color	   amount = a number from 0.0 -> 1.0 telling how much	   to fade from start to end. */ 	RGB out;	/* we get the difference between start and end colors and	   multiply the diff by the amount we want to fade then	   add this value to the initial value - this is sign sensitive	   and is a simple LERP (linear-interpolation) algorithm */	out.r = start.r + ((end.r - start.r) * amount);	out.g = start.g + ((end.g - start.g) * amount);	out.b = start.b + ((end.b - start.b) * amount);} // So if we use these initial colorsRGB start = { 0.25, 0.25, 0.75 };RGB end = { 0.75, 0.75, 0.25 }; // 0.5 means interpolate halfway between the two colorsRGB fade = getFadedColor (start, end, 0.5);// 'fade' should equal 0.5, 0.5, 0.5 since halfway between 0.25 and 0.75 is 0.5

Assuming thats what you wanted you can also trim down and refactor the code by doing this:
struct RGB { float r, g, b }; // this can act on any type of valuestemplate <class T>T lerp (T& a, T& b, T amount){	return a + ((b - a) * amount);} RGB getFaderColor (RGB& a, RGB& b, float amount){	RGB c = { lerp (a.r, b.r, amount),		  lerp (a.g, b.g, amount),		  lerp (a.b, b.b, amount) };	return c;}

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Quote:
 Original post by ShoeStringGames` if(newB1 > b1) { b1+=5*time; if(b1>newB1) b1=newB1; }... { b3-=5*time; if(b3

To get back to your original question, are you using signed or unsigned types?

Formatting your code correctly will also help tracking down these sort of errors. For example, even if your if statement is only one line, still enclose that line in { and }. If you come along later and modify your code so that you want to have two statements in your if, then it's very easy to forget to add the brackets at that stage.

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