I am currently working on a clone of Space Invaders in C++ and SFML and seem to be having a problem with the players position.
Currently, when the invaders shoot, the hit-box of the player continues to be the start position of the player recorded as 900, 500. This hit-box does not move the player. I am unsure of why and how to fix it. I know I cannot include game.h into invaders.h as game.h includes invaders.h hence causing an include loop. I need to take the player instance that is created in game.h, and pass that on to invaders.h for the hit-box of the player ton be passed along as well.
This is the code that relates to the invaders shots and the players position.
Game.h
#include "Player.h"
#include "invaders.h"
class Game
{
private:
Player* player;
vector<Invaders*> vInvaders;
public:
void updateInputs();
};
Game.cpp
#include "Game.h"
void Game::updateInputs()
{
//Updates player movement.
player->updateInputs();
//Creating bullets.
if ((Keyboard::isKeyPressed(Keyboard::Space)) && (this->player->bCanAttack()))
{
this->vBullets.push_back(new Bullet(this->textures["BULLET"], this->player->getPos().x, this->player->getPos().y, 0.f, -1.f, 5.f));
SoundEngine::playShot();
}
//Move player.
if (Keyboard::isKeyPressed(Keyboard::Left))
{
move(-1.f, 0);
getBounds();
//cout << player->getBounds().left << " " << player->getBounds().top << endl;
}
if (Keyboard::isKeyPressed(Keyboard::Right))
{
move(1.f, 0);
getBounds();
//cout << player->getBounds().left << " " << player->getBounds().top << endl;
}
}
Player.h
class Player
{
public:
const FloatRect getBounds() const;
void move(const float kfDirX, const float kfDirY);
};
Player.cpp
#include "Player.h"
const FloatRect Player::getBounds() const
{
return this->sprite.getGlobalBounds(); //Returns the bounding box of player.
}
void Player::move(const float kfDirX, const float kfDirY)
{
this->sprite.move(this->fSpeed * kfDirX, 0); //Moves player across screen.
}
Invaders.h
#include "Player.h" //It is not needed, but doesn't work without it.
class Invaders
{
private:
Player player; //It is not needed, but does't work without it. Need the instance from Game.h, don't need to make a new instance here.
public:
void updateBullets();
};
Invaders.cpp
#include "Invaders.h"
void Invaders::updateBullets()
{
unsigned int iCounter = 0;
for (auto* invaderBullet : this->vInvaderBullets)
{
invaderBullet->update();
for (size_t k = 0; k < this->vInvaderBullets.size(); k++)
{
//THIS DOES NOT WORK!!!!
if (this->vInvaderBullets[k]->getBounds().intersects(player.getBounds()))
{
cout << player.getBounds().left << " " << player.getBounds().top << endl;
this->vInvaderBullets.erase(this->vInvaderBullets.begin() + k);
this->player.isDead(true);
Variables::iLives--;
}
else
{
this->player.isDead(false);
}
}
//Bullet culling at bottom of screen.
if ((invaderBullet->getBounds().top + invaderBullet->getBounds().height) > 1100.f)
{
//std::cout << this->invaderBullets.size() << std::endl;
delete this->vInvaderBullets.at(iCounter);
this->vInvaderBullets.erase(this->vInvaderBullets.begin() + iCounter);
iCounter--;
//Check to see if bullets are deleted.
//std::cout << this->invaderBullets.size() << std::endl;
}
iCounter++;
for (size_t k = 0; k < this->vInvaderBullets.size(); k++)
{
if (this->vInvaderBullets[k]->getBounds().intersects(this->barrier.getBounds(1)))
{
SoundEngine::playBarrierHit();
this->vInvaderBullets.erase(this->vInvaderBullets.begin() + k);
this->barrier.barrierHit(1);
}
else if (this->vInvaderBullets[k]->getBounds().intersects(this->barrier.getBounds(2)))
{
SoundEngine::playBarrierHit();
this->vInvaderBullets.erase(this->vInvaderBullets.begin() + k);
this->barrier.barrierHit(2);
}
else if (this->vInvaderBullets[k]->getBounds().intersects(this->barrier.getBounds(3)))
{
SoundEngine::playBarrierHit();
this->vInvaderBullets.erase(this->vInvaderBullets.begin() + k);
this->barrier.barrierHit(3);
}
else if (this->vInvaderBullets[k]->getBounds().intersects(this->barrier.getBounds(4)))
{
SoundEngine::playBarrierHit();
this->vInvaderBullets.erase(this->vInvaderBullets.begin() + k);
this->barrier.barrierHit(4);
}
}
}
}
Putting a member of type Player
in Invaders
means it's a separate object, and probably not the same Player
used by Game
. So most likely player movement happens to the Game
's Player
, but the invaders are targeting their own distinct Player
which hasn't moved.
Since Invaders::updateBullets()
needs the Player
object, several options are:
Player&
or Game&
to the updateBullets
function.Game
a singleton, with a public way to get the Game
object and therefore its Player
object, from any context.Player*
or Game*
pointer in class Invaders
- but if those objects could ever be destroyed before Invaders
objects, dealing with that will be tricky. And this may be a bit "wasteful".And in general, remember a class definition isn't needed if you're just dealing with pointers or references to that class, and this can help reduce the needed #include
directives. For example, you could change Game.h and Game.cpp:
// Game.h
#ifndef GAME_H
#define GAME_H
#include <vector>
class Player;
class Invaders;
class Game
{
private:
Player* player;
std::vector<Invaders*> vInvaders;
public:
void updateInputs();
};
#endif
// Game.cpp
#include "Game.h"
#include "Player.h"
#include "Invaders.h"
// ...