unsure how to go about describing this but here i go:
For some reason, when trying to create a release build version of my game to test, the enemy creation aspect of it isn't working.
Enemies *e_level1[3];
e_level1[0] = &Enemies(sdlLib, 500, 2, 3, 128, -250, 32, 32, 0, 1);
e_level1[1] = &Enemies(sdlLib, 500, 2, 3, 128, -325, 32, 32, 3, 1);
e_level1[2] = &Enemies(sdlLib, 500, 2, 3, 128, -550, 32, 32, 1, 1);
Thats how i'm creating my enemies. Works fine when in the debug configuration but when i switch to the release config, it doesn't seem to initialize the enemies correctly.
To me, this seems a bit strange that it works in debug but not in release, any help appreciated on what mostly is what i've done wrong.
Other people have already pointed out the error, namely that the temporaries are getting destroyed straight away, but all of the answers so far are using manual memory management - it's more idiomatic in C++ to use e.g. std::vector
for something like this, e.g.
std::vector<Enemies> enemies;
enemies.push_back(Enemies(sdlLib, 500, 2, 3, 128, -250, 32, 32, 0, 1));
enemies.push_back(Enemies(sdlLib, 500, 2, 3, 128, -325, 32, 32, 3, 1));
enemies.push_back(Enemies(sdlLib, 500, 2, 3, 128, -550, 32, 32, 1, 1));
Then you just access the Enemies
instances as enemies[0]
through enemies[2]
and they get cleaned up automatically when the vector goes out of scope.