• Advertisement
Sign in to follow this  

Unity [solved] 'member' is not a type request for member of non-aggre...

This topic is 2858 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

edit: this problem is solved, I am now asking for help here. I can't understand why my compiler is throwing these errors:
In member function `env_cell* env_cell::findCell(float, float)': 'right' is not a type
(likewise for left, top and bottom) Here is my class:
//individual cell in the environment
class env_cell{
  float top,left,bottom,right;
  int id;
  CheightMap heightMap; //height map
  env_map* map; //pointer to map handler object
  std::vector<env_cell*> visCells; //cells that can be seen from this cell
  std::vector<env_cell*>::iterator visCellsI; //visible cells iterator
  GLuint opaqueDraw, transDraw; //compiled static mesh and bsp display lists
  std::vector<entity*> entities; //pointers to entities within the cell
  prop_static staticProps[]; //static props linked to the cell
  bsp_detail detail[]; //bsp geometry linked to the cell cell
  std::vector<light*> lights; //pointers to lights in the cell
  float startHeight; //starting z height from z = 0
  int nextVisCellPos,nextStaticProp,nextBsp,nextLight;
  env_cell(int sId,float sTop,float sLeft,float sBottom,float sRight){
    id = sId;
    top = sTop;
    left = sLeft;
    bottom = sBottom;
    right = sRight;
    opaqueDraw = glGenLists(1);
    transDraw = glGenLists(1);
  //set the height map and z start
  void setHeight(CheightMap sHeightMap,float sStartHeight){
    heightMap = sHeightMap;
    startHeight = sStartHeight;
  //adds a cell pointer to the array of cells this cell can see
  void addVisCell(env_cell* visCell){
    nextVisCellPos ++;
  //adds a static prop to the cell
  void addStaticProp(prop_static prop){
    staticProps[nextStaticProp] = prop;
    nextStaticProp ++;
  //adds some bsp geometry to the cell
  void addBspDetail(bsp_detail bsp){
    detail[nextBsp] = bsp;
    nextBsp ++;
  //renders the static props and bsp detail into display lists
  void compileDispLists(){
    //make opaque & transparent geometry into display lists
    //build opaque geometry
      //just draw a floor now (rather than combine static props and bsp)
    		//glNormal3f(0,1,0); //up
  //what about light maps?
  //add a pointer to a light within the cell
  void addLight(light * thisLight){
    nextLight ++;
  //returns the pointer of the cell a position is in
  env_cell* findCell(float x,float z){
    env_cell * foundCell;
    for(visCellsI = visCells.begin();visCellsI != visCells.end();visCellsI++){
      //if point is inside the cell
      if(x<=visCellsI->right && x>=visCellsI->left && z<=visCellsI->top && 
      z>=visCellsI->bottom){ //THIS LINE
        foundCell = &(*visCellsI);
    //if a cell was found
      return foundCell; //return new cell
    } else {
      return this; //keep current cell assigned

(errors thrown on line commented "THIS LINE")
if(x<=visCellsI->right && x>=visCellsI->left && z<=visCellsI->top && z>=visCellsI->bottom)

I don't see why It can't find the members. There is another point where the same logic is processed (finding a cell pointer on the whole map not just adjacent cells to a given cell), also throwing errors. Ask for any more info because I don't know what else to say about it. [Edited by - Bozebo on April 25, 2010 8:30:04 PM]

Share this post

Link to post
Share on other sites
if(x <= (*visCellsI)->right && x >= (*visCellsI)->left && z <= (*visCellsI)->top && z >= (*visCellsI)->bottom)

(You have to dereference the iterator and the pointer)

Share this post

Link to post
Share on other sites
Original post by pablo24
if(x <= (*visCellsI)->right && x >= (*visCellsI)->left && z <= (*visCellsI)->top && z >= (*visCellsI)->bottom)

(You have to dereference the iterator and the pointer)

Oh wow thanks. That solved a bunch of problems.

Would it be faster to dereference once and store it in the function or dereference 4 times as you examplified?

[Edited by - Bozebo on April 25, 2010 7:38:00 PM]

Share this post

Link to post
Share on other sites
Original post by Bozebo
Would it be faster to dereference once and store it in the function or dereference 4 times as you examplified?

Conceptually, probably.

In terms of code, no. The compiler will make the transformation assuming that it helps.

However, the resulting code is probably cleaner. Try writing it both ways and see what looks better to you.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By bryandalo
      Good day,

      I just wanted to share our casual game that is available for android.

      Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.

      Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en
    • By Manuel Berger
      Hello fellow devs!
      Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
      My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

      In Pseudo-Code:
      angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
      index = (int) (angle / (PI / 5));
      PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

      Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

      What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

      I can't get my head around it. Any suggestions? Is the whole approach doomed?

      Thank you in advance for any input!
    • By khawk
      Watch the latest from Unity.
    • By GytisDev
      without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles,  where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
      Thank you in advance.
    • By Ovicior
      So I'm currently working on a rogue-like top-down game that features melee combat. Getting basic weapon stats like power, weight, and range is not a problem. I am, however, having a problem with coming up with a flexible and dynamic system to allow me to quickly create unique effects for the weapons. I want to essentially create a sort of API that is called when appropriate and gives whatever information is necessary (For example, I could opt to use methods called OnPlayerHit() or IfPlayerBleeding() to implement behavior for each weapon). The issue is, I've never actually made a system as flexible as this.
      My current idea is to make a base abstract weapon class, and then have calls to all the methods when appropriate in there (OnPlayerHit() would be called whenever the player's health is subtracted from, for example). This would involve creating a sub-class for every weapon type and overriding each method to make sure the behavior works appropriately. This does not feel very efficient or clean at all. I was thinking of using interfaces to allow for the implementation of whatever "event" is needed (such as having an interface for OnPlayerAttack(), which would force the creation of a method that is called whenever the player attacks something).
      Here's a couple unique weapon ideas I have:
      Explosion sword: Create explosion in attack direction.
      Cold sword: Chance to freeze enemies when they are hit.
      Electric sword: On attack, electricity chains damage to nearby enemies.
      I'm basically trying to create a sort of API that'll allow me to easily inherit from a base weapon class and add additional behaviors somehow. One thing to know is that I'm on Unity, and swapping the weapon object's weapon component whenever the weapon changes is not at all a good idea. I need some way to contain all this varying data in one Unity component that can contain a Weapon field to hold all this data. Any ideas?
      I'm currently considering having a WeaponController class that can contain a Weapon class, which calls all the methods I use to create unique effects in the weapon (Such as OnPlayerAttack()) when appropriate.
  • Advertisement