C/C++ :: Simple Arkanoid Game - Deleting Instance Of A Class
Mar 24, 2015
I am making a simple arkanoid game. When the ball hits the block, i want the block to disappear. How would i go around this? i am working in visual studio. I got the collision and everything working.. Here is my code;
int main(int argc, char** argv){
//initialisation
SDL_Init(SDL_INIT_EVERYTHING);
SDL_WM_SetCaption("Graphics Window",NULL); //set name of project
I'm trying to make a very simple game in SFML, and i have a problem. Whenever i try to create sf::Sprite for the class where all properties of Player (his sprite, health, speed, etc.) It gives me error.
#include <sfml.h> #include <list> class Playerclass{ public: int xspeed, yspeed; float health; sf::Sprite entsprite();
[Code] ....
The error is with player.entsprite.setTexture(texture) : "'player.Playerclass::entsprite' does not have class type".
I am facing a real-life problem, it can be simplified as below:
#include <iostream> using namespace std; class B; class A { public: void f1(A a) {} void f2(B b) {}
[Code]...
There is no problem at all with the f1(), it compiles and executes without any problem. But f2() gives compilation error. How to solve this?
The error message is: error: 'b' has incomplete type This is just to define the function f2() in a class, that uses an instance of its child class as one of its arguments.
when it comes to programming. I was trying to make a simple letter guessing game where the user has 6 chances to guess the letter V. The command prompt works fine until the user enters 'y' to play. It repeats my HIGH & LOW statements twice before letting me guess again. It's all a mess.
I've been in the process of making a simple ascii game and worked out to make random terrain that wasn't all that bad (but has some flaws and is not very efficient). I came across midpoint displacement and the diamond square algorithms and was blown away by the results that come from using them. So I decided to try implementing one into my game but I'm having a really hard time coding it out. I have read a whole bunch on them but haven't really found any good tutorials that breaks it down into steps with sample code. I just need it stored in an array I can handle graphics and output.
ex: 5x5 array with all starting corners being 9 in height
I have a sword(25 damage), spear(20 damage), arrow(15 damage), dagger(10 damage) and knife(5 damage). I want to make a class for them so that I can equip one of them in battle and use them to inflict damage.
I am trying to draw a grid for checkers. I could draw a square at the starting point from origin with the code below(attached the pic below how it looks) however I am not being able to draw a grid when the program runs.
#include "ccc_win.h" // GameDemo.cpp // Shows how to place a piece accurately on a grid after a mouse click. #include "ccc_win.h" // for graphics classes and functions using namespace std; int ccc_win_main(void) // main function for graphics program
In this book, item 3 is about never treat arrays polymorphically. In the latter part of this item, the author talks about the result of deleting an array of derived class objects through a base class pointer is undefined. What does it mean? I have an example here,
Code: class B { public: B():_y(1){} virtual ~B() { cout<<"~B()"<<endl;
[Code] ....
This sample code does exactly what I want. So does the author mean the way I did is undefined?
I have to write a program that simulates a handheld gaming system. a system can have power toggled so its either on or off. when the system is on, its volume level can be raised or lowerd. a system has minimum volume level of zero and a maximum volume level of 10. a system stores games.
// simple game menu //simulates a handheld gaming system using namespace std; class Game { public: Game(int GameNumber = 3, int volume = 10);
I am putting a instance o the Vehicle Class inside the constructor of the Calculate Class then calling it later. I get a warning saying the variable is not used and a error when I try to used the functions from the vehicle class saying use of undeclared identifier.
Okay so I have a class Student, which takes a number and a vector as a parameter for the constructor. Everything works well, until I output the values of the vector for every instance. The problem is that the same vector is being shared with EVERY instance I create, but I want it to be unique for every single one!
I was wondering if (in C++) you can instantiate a class (class foo) then have said class return the already instantiated object. (foo::instance())
In other words, can I have a class return it's-self via it's own methods? I want to be able to create a class (i.e. class foo) early in my program so it is already setup and ready to go. Then, farther down the line, I want to be able to call functions from that class without having to pass that object as an argument to my calling function. Can I do something like so:
MyClass::ReturnSelf()->foo(); or MyClass::ReturnSelf().foo();
I know that it is possible to pass a class instance to a function, but in my experience, if said function changes any variables of the class, they don't actually get changed. For example, we have class object, that has a member int number = 5. Lets say we have two functions, func1() and func2, which are not members of class object. If we pass object to func1() which, lets say, increases number by 5 (so now number = 10), at the end of that function number still = 5.
Is there a way to bypass this and have functions alter class variables permanently?
I know that I can pass variables by reference, but, in my experience, such a thing does not work with vectors (which I am also dealing with), so simple passing the desired variables by reference won't work.
I'm trying to learn as much C++ as I can. I was writing a program that mixes linked lists and classes. There is the class "Obj" which only holds an integer called 'data' and the classic "struct node" structure for linked list, but this time the "node" structure will hold an instance of "Obj" Class and the next* pointer.
#include <iostream> using namespace std; class Obj { private: int data; public:
class card { public: int id; int val; }; card card1; card1.id = 1; card1.val = 2; card card2; card2.id = 2; card2.val = 45;
etc...
So my question is firstly, is there a better way to implement this? (a vector of classes or something maybe?) and how can I call up a specific instance of the class. For example, if I want the val of a specific instance of the class, how best can I do that?
I'm trying to change the values of some instance variables in my Controller Class so that when the user inserts values into main class it changes for Controller.
class Controller { public: Controller(); ~Controller(); double PCFreq; __int64 CounterStart;
[Code] ....
The user should be able to choose which foo the want to use. So I create an object of controller in main like this
Controller* con = new Controller()
Now my issues is, when I take user input (an integer) and try to do this
con->choice1 = choice1;
only the object of con's choice1 is = to user input.
However back at the class for Controller, choice1 hasn't received a value.
I can't initialize through Controllers constructor because I get the user input through a switch statement and the range of con would only be as far as the case.
I am creating a program that allows a user to create multiple 'sequences' and multiple 'filters' and then apply a filter to a sequence.
Each sequence and filter is an array of values.
How do I go about allowing the user to create a 'new' sequence and then store the location so I can access it again later? Once they have created a new sequence they can go on to create another sequence and ten maybe a filter and then another sequence etc etc .. and then they can select sequence 1 and edit the values if they so wish.
They would be asked how many sample values for the sequence, and then I would create a sequence with that many values and an id (1,2,3,4...). They could then enter this id to view/edit the sequence.
The entering/editing values part I am fine with. I just don't know how to allow them to create multiple new instances of a class without using an array so something like..
sequenceClassName somearray[10]; int i; *create a new array* somearray[i].create_class(how_many_samples) i++ //so next sequence they create is 2,3,4.. etc
- this then calls the member function that creates an array using 'sample_values = new float[how_many_samples]' and the user can input their data and edit it whenever by entering the id which will correspond to the somearray[i].
However that approach only allows them to enter a maximum of 11 sequences. It all depends on how big I make that initial array and it just seems like the wrong way to do it.
( how to interact with them, just how to create multiple classes and recall them later to access the data!)
Here's the problem I want to intialise different classes based on user input. I've tried using an IF statement but the scope of an if statement would mean the rest main program wouldn't be able to see it.