如何修复 'Expression: vector subscript out of range' 错误
How to fix 'Expression: vector subscript out of range' error
我正在通过 SFML 制作一个简单的游戏,遇到了以下错误:
调试断言失败!
表达式:向量下标超出范围
此错误仅在 'rocket' 与第一个 'enemy' 接触时出现,同时屏幕上同时有 3 个敌人。
for (int i = 0; i < rockets.size(); i++) //This is where the error points to
{
for (int j = 0; j < enemies.size(); j++)
{
Rocket *rocket = rockets[i];
Enemy *enemy = enemies[j];
if (checkCollision(rocket->getSprite(), enemy->getSprite()))
{
//hitSound.play();
score++;
std::string finalScore = "Score: " + std::to_string(score);
scoreText.setString(finalScore);
sf::FloatRect scoreBounds = scoreText.getGlobalBounds();
scoreText.setOrigin(scoreBounds.width / 2, scoreBounds.height / 2);
scoreText.setPosition(viewSize.x * 0.5f, viewSize.y * 0.10f);
rockets.erase(rockets.begin() + i);
enemies.erase(enemies.begin() + j);
delete(rocket);
delete(enemy);
if (score % 5 == 0) levelUp();
printf("rocket intersects with enemy \n");
}
}
}
我已经将敌人和火箭对象存储在向量中:
std::vector <Enemy*> enemies;
std::vector <Rocket*> rockets;
如果有帮助的话,这是我的整个更新功能:
void update(float dt)
{
hero.update(dt);
currentTime += dt;
if (currentTime >= prevTime + 1.125f)
{
spawnEnemy();
prevTime = currentTime;
}
for (int i = 0; i < enemies.size(); i++)
{
Enemy *enemy = enemies[i];
enemy->update(dt);
if (enemy->getSprite().getPosition().x < 0)
{
enemies.erase(enemies.begin() + i);
delete(enemy);
gameOver = true;
gameOverSound.play();
}
}
for (int i = 0; i < rockets.size(); i++)
{
Rocket *rocket = rockets[i];
rocket->update(dt);
if (rocket->getSprite().getPosition().x > viewSize.x)
{
rockets.erase(rockets.begin() + i);
delete(rocket);
}
}
for (int i = 0; i < rockets.size(); i++)
{
for (int j = 0; j < enemies.size(); j++)
{
Rocket *rocket = rockets[i];
Enemy *enemy = enemies[j];
if (checkCollision(rocket->getSprite(), enemy->getSprite()))
{
//hitSound.play();
score++;
std::string finalScore = "Score: " + std::to_string(score);
scoreText.setString(finalScore);
sf::FloatRect scoreBounds = scoreText.getGlobalBounds();
scoreText.setOrigin(scoreBounds.width / 2, scoreBounds.height / 2);
scoreText.setPosition(viewSize.x * 0.5f, viewSize.y * 0.10f);
rockets.erase(rockets.begin() + i);
enemies.erase(enemies.begin() + j);
delete(rocket);
delete(enemy);
if (score % 5 == 0) levelUp();
printf("rocket intersects with enemy \n");
}
}
}
for (int i = 0; i < enemies.size(); i++)
{
Enemy *enemy = enemies[i];
if (checkCollision(enemy->getSprite(), hero.getSprite()))
{
gameOver = true;
gameOverSound.play();
}
}
}
您不能在迭代向量时从向量中删除元素。您正在删除元素,但没有正确调整 i 和 j,因此您最终超出了索引范围。
我正在通过 SFML 制作一个简单的游戏,遇到了以下错误:
调试断言失败! 表达式:向量下标超出范围
此错误仅在 'rocket' 与第一个 'enemy' 接触时出现,同时屏幕上同时有 3 个敌人。
for (int i = 0; i < rockets.size(); i++) //This is where the error points to
{
for (int j = 0; j < enemies.size(); j++)
{
Rocket *rocket = rockets[i];
Enemy *enemy = enemies[j];
if (checkCollision(rocket->getSprite(), enemy->getSprite()))
{
//hitSound.play();
score++;
std::string finalScore = "Score: " + std::to_string(score);
scoreText.setString(finalScore);
sf::FloatRect scoreBounds = scoreText.getGlobalBounds();
scoreText.setOrigin(scoreBounds.width / 2, scoreBounds.height / 2);
scoreText.setPosition(viewSize.x * 0.5f, viewSize.y * 0.10f);
rockets.erase(rockets.begin() + i);
enemies.erase(enemies.begin() + j);
delete(rocket);
delete(enemy);
if (score % 5 == 0) levelUp();
printf("rocket intersects with enemy \n");
}
}
}
我已经将敌人和火箭对象存储在向量中:
std::vector <Enemy*> enemies;
std::vector <Rocket*> rockets;
如果有帮助的话,这是我的整个更新功能:
void update(float dt)
{
hero.update(dt);
currentTime += dt;
if (currentTime >= prevTime + 1.125f)
{
spawnEnemy();
prevTime = currentTime;
}
for (int i = 0; i < enemies.size(); i++)
{
Enemy *enemy = enemies[i];
enemy->update(dt);
if (enemy->getSprite().getPosition().x < 0)
{
enemies.erase(enemies.begin() + i);
delete(enemy);
gameOver = true;
gameOverSound.play();
}
}
for (int i = 0; i < rockets.size(); i++)
{
Rocket *rocket = rockets[i];
rocket->update(dt);
if (rocket->getSprite().getPosition().x > viewSize.x)
{
rockets.erase(rockets.begin() + i);
delete(rocket);
}
}
for (int i = 0; i < rockets.size(); i++)
{
for (int j = 0; j < enemies.size(); j++)
{
Rocket *rocket = rockets[i];
Enemy *enemy = enemies[j];
if (checkCollision(rocket->getSprite(), enemy->getSprite()))
{
//hitSound.play();
score++;
std::string finalScore = "Score: " + std::to_string(score);
scoreText.setString(finalScore);
sf::FloatRect scoreBounds = scoreText.getGlobalBounds();
scoreText.setOrigin(scoreBounds.width / 2, scoreBounds.height / 2);
scoreText.setPosition(viewSize.x * 0.5f, viewSize.y * 0.10f);
rockets.erase(rockets.begin() + i);
enemies.erase(enemies.begin() + j);
delete(rocket);
delete(enemy);
if (score % 5 == 0) levelUp();
printf("rocket intersects with enemy \n");
}
}
}
for (int i = 0; i < enemies.size(); i++)
{
Enemy *enemy = enemies[i];
if (checkCollision(enemy->getSprite(), hero.getSprite()))
{
gameOver = true;
gameOverSound.play();
}
}
}
您不能在迭代向量时从向量中删除元素。您正在删除元素,但没有正确调整 i 和 j,因此您最终超出了索引范围。