原来的 代码是
void GameEngine::CleanupSprites()
{
// Delete and remove the sprites in the sprite vector
vector<Sprite*>::iterator siSprite;
for (siSprite = m_vSprites.begin(); siSprite != m_vSprites.end(); siSprite++)
{
delete (*siSprite);
m_vSprites.erase(siSprite);
siSprite--;
}
}
这个是清除Sprite 的 代码,注意,这个 本身 没什么错误,但是m_vSprites.erase(siSprite);
执行过后iterator就无效了,VC6,VS2003,DEV C++都能正常编译,但是vs2008下就不行了
修改后的代码为
void GameEngine::CleanupSprites()
{
// Delete and remove the sprites in the sprite vector
vector<Sprite*>::iterator siSprite;
for (siSprite = m_vSprites.begin(); siSprite != m_vSprites.end(); siSprite++)
{
delete (*siSprite);
}
m_vSprites.clear();
}
//=================================================
//或
void GameEngine::CleanupSprites()
{
// Delete and remove the sprites in the sprite vector
vector<Sprite*>::iterator siSprite;
for (siSprite = m_vSprites.begin(); siSprite != m_vSprites.end();)
{
delete (*siSprite);
siSprite = m_vSprites.erase(siSprite);
}
}
//=====================================================
似乎 VS2008 的要求 更加 严格了~
本文来自CSDN博客,转载请标明出处:http://blog.csdn.net/dkink/archive/2008/04/26/2330905.aspx
经过自己的修改后 文件变成了:
void GameEngine::UpdateSprites()
{
// Expand the capacity of the sprite vector, if necessary
if (m_vSprites.size() >= (m_vSprites.capacity() / 2))
m_vSprites.reserve(m_vSprites.capacity() * 2);
// Update the sprites in the sprite vector
RECT rcOldSpritePos;
SPRITEACTION saSpriteAction;
vector<Sprite*>::iterator siSprite;
for (siSprite = m_vSprites.begin(); siSprite != m_vSprites.end(); )
{
// Save the old sprite position in case we need to restore it
rcOldSpritePos = (*siSprite)->GetPosition();
// Update the sprite
saSpriteAction = (*siSprite)->Update();
// Handle the SA_ADDSPRITE sprite action
if (saSpriteAction & SA_ADDSPRITE)
// Allow the sprite to add its sprite
AddSprite((*siSprite)->AddSprite());
// Handle the SA_KILL sprite action
if (saSpriteAction & SA_KILL)
{
// Notify the game that the sprite is dying
SpriteDying(*siSprite);
// Kill the sprite
delete (*siSprite);
siSprite = m_vSprites.erase(siSprite);
continue;
}
// See if the sprite collided with any others
if (CheckSpriteCollision(*siSprite))
// Restore the old sprite position
(*siSprite)->SetPosition(rcOldSpritePos);
siSprite++;
}
}
void GameEngine::CleanupSprites()
{
// Delete and remove the sprites in the sprite vector
vector<Sprite*>::iterator siSprite;
for (siSprite = m_vSprites.begin(); siSprite != m_vSprites.end(); siSprite++)
{
delete (*siSprite);
}
m_vSprites.clear();
}
此程序这两个函数都涉及到了 vector 类型的 列表删除问题,cleanupsprites()可以按上面的该法进行修改,但是dataupsprite()中,的该法是自创的,用他的方法自己没能实现。