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Lewis De Angelo

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  1. Hey guys, I've been having a little trouble with vectors recently. I've used this same code on another file, and it complies flawlessly. However, here it does compile but the program ends immediately. [code] #include"SDL/SDL.h" #include"SDL/SDL_image.h" #include<cstdlib> #include<ctime> #include<sstream> #include"string" #include<vector> //Applies a sprite to the screen int apply_sprite( SDL_Surface* src, SDL_Rect* offsets = NULL, SDL_Rect* clip = NULL ) { //Directly applies the sprite to the screen and check for errors if( SDL_BlitSurface( src, clip, SDL_GetVideoSurface(), offsets ) == -1 ) { return 0; } return 1; } //Opens a sprite/spritesheet and returns it SDL_Surface* open_sprite( std::string path ) { //Opens the image and stores it in a temp surface SDL_Surface* temp = IMG_Load( path.c_str() ); //If the image didn't load if( temp == NULL ) { return NULL; } //Optimises the temp surface SDL_Surface* optimized = SDL_DisplayFormat( temp ); //Map the color key Uint32 colorkey = SDL_MapRGB( optimized->format, 255, 0, 255 ); //Set all pixels of color R 0, G 0xFF, B 0xFF to be transparent SDL_SetColorKey( optimized, SDL_SRCCOLORKEY, colorkey ); //Free's the memory consumed by temp SDL_FreeSurface( temp ); return optimized; } class present { private: int x, y, w, h, yVel; SDL_Rect offsets; SDL_Surface* sprite; public: present(); ~present(); void move(); void show(); }; present::~present() { SDL_FreeSurface( sprite ); } present::present(): w( 51 ), h( 48 ), yVel( 1 ), x( rand() % SDL_GetVideoSurface()->clip_rect.w ), y( 48 ) { std::stringstream temp; temp << "Pres" << (rand() % 5) + 1 << ".bmp"; sprite = open_sprite( temp.str().c_str() ); } void present::move() { y += yVel; if( (y + h) >= 589 ) { y += -yVel; } } void present::show() { offsets.x = x; offsets.y = y; apply_sprite( sprite, &amp;amp;offsets ); } int main( int argv, char* argc[] ) { srand( static_cast<unsigned int>(time(0))); SDL_Init( SDL_INIT_EVERYTHING ); SDL_Surface* screen = SDL_SetVideoMode( 500, 657, 32, SDL_SWSURFACE ); if( screen == NULL ) { return 1; } SDL_Surface* backround = open_sprite( "Backround.bmp" ); if( backround == NULL ) { return 1; } SDL_WM_SetCaption( "Merry Christmas!", NULL ); bool quit = false; int maximum_presents = 2; std::vector<present> presents; std::vector<present>::iterator it; // Begin OP's bolded code for( int i = 0; i < maximum_presents; i++ ) { present temp; presents.push_back( temp ); } // End OP's bolded code SDL_Event event; int time = SDL_GetTicks(); while( !quit ) { while( SDL_PollEvent(&amp;amp;event) ) { if( event.type == SDL_QUIT ) { quit = true; } } SDL_FillRect( screen, &amp;amp;screen->clip_rect, SDL_MapRGB( screen->format, 255, 255, 255) ); if( !apply_sprite( backround ) ) { return 1; } for( it = presents.begin(); it != presents.end(); it++ ) { it->move(); } for( it = presents.begin(); it != presents.end(); it++ ) { it->show(); } SDL_Flip( screen ); } SDL_Quit(); SDL_FreeSurface( backround ); return 0; } [/code] I've highlighted the problematic lines. If you could help, I'd be grateful.
  2. Hello, I'm relatively new to SDL and I'm having a pretty annoying issue right now. Whenever I initialise a Player object, the game instantly quits upon execution. However, if I don't, the game runs fine. PLAYER.H - http://pastebin.com/4wACH9dj PLAYER.CPP - http://pastebin.com/xuv51qBX GAME.H - http://pastebin.com/0TnpFWp4 GAME.CPP - http://pastebin.com/2YdKJjmr MAIN.CPP - http://pastebin.com/ttsn3bVY I'd be grateful if someone skimmed what I've typed and would help. Thx.
  3. I'm an SDL newbie and I'm competent with the fundamentals of C++. How should I design a game prior? I've tried thinking of the objects I require but that resulted in incoherent spagetti code. Thanks [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]