for (auto enemy : this->enemies)
{
if (enemy->getHP() <= 0)
{
enemies.erase(enemy);
}
}
I have a vector enemies
containing multiple of Enemy*
elements and i want to erase an enemy if their hp is 0 or below
I write the code above and it gave me this error message:
No instance of overloaded function "std::vector<_Ty, _Alloc>::erase [with _Ty=Enemy *, _Alloc=std::allocator<Enemy *>]" matches the argument list
argument types are: (Enemy*)
object type is: std::vector<Enemy*,std::allocator<Enemy*>>
I assume that is not the right way to do it, so how?
Im new in stackoverflow and im still learning english so sorry if i made mistakes
EDIT:
It's my almost complete code:
struct enemyType
{
public:
int type;
sf::Vector2f pos;
}
std::vector<std::vector<enemyType>> enemyList = {
{
{ trashMonster, sf::Vector2f(5.f * 16, 18.f * 16) }
}
}
std::vector<Enemy*> enemies;
std::vector<Enemy*>* GetEnemy(int level)
{
for (int i = 0; i < enemyList[level].size(); i++)
{
switch (enemyList[level][i].type)
{
case trashMonster:
n_TrashMonster->setPosition(enemyList[level][i].pos);
enemies.emplace_back(n_TrashMonster);
break;
default:
std::cout << "Error to get an enemy\n";
break;
}
}
return &enemies;
}
//Code in different file
std::vector<Enemy*> enemies;
this->enemies = *GetEnemy(lvl);
for (auto enemy : this->enemies)
{
enemy->update(player->getCollisionBox());
//collision enemies to tilemap
collision::MapCollision(*this->map.getTilesCol(), *enemy);
if (enemy->getHP() <= 0)
{
enemies.erase(enemy);
}
}
Didn't include that because my code is a complete mess so I was afraid people won't get the point of my question and it's my first question here
The std::vector<T>::erase
function does not have a erase(T a)
overload. And if you want to remove elemennts from a vector
you can't iterate over them like that. I suggest a convencional loop.
for (size_t i=0; i<this->enemies.size();++i){
if (this->enemies[i]->getHP()){
std::swap(enemies[i],enemies::back());
delete enemies::back();//Only if you don't free the space elsewere
enemies.pop_back();
}
}
Edit:
This will mess up the order of the vector. If you don't want that you can use erase(enemies.begin()+i)
iinstead of swaping it back and removeing it