Unhandled Exception

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17 comments, last by swiftcoder 12 years, 2 months ago
well the iterator stuff just makes a container to hold all the characters and objects within the game. Every frame it runs through all the objects and updates them. This is where "engine" keeps losing its pointer for some reason
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Make sure you aren't exceeding the amount of allocated objects there are, and make sure the memory for the objects is allocated accordingly.
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entity.GetSprite().SetPosition(entity.GetX(), entity.GetY());

Is this correct? Seems odd.

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let me fix that a bit and ill see if it works
so i cleaned that part up a little bit but it still doesnt work. The error is still coming up at "engine -> window -> Draw();"
Well then it has to be the draw function. Take a look. Or perhaps it has to be the getsprite function
No its not that...it has to do something with the "engine" instantiation. It's perfectly fine before it enters the entity manager. Then when it's in it the value goes to 0x0000000
I don't know what to tell you, I'm sorry.
You should place a data breakpoint on the relevant pointer, so that you can see when it is modified during debugging.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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