質問編集履歴
2
提示コードを追加
test
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```cpp
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#ifndef ___STAGE_HPP_
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#define ___STAGE_HPP_
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#include "MapObject.hpp"
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#include "Object.hpp"
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#include "../Entry.hpp"
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#include <iostream>
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// 画面のセルの数
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#define SCREEN_WIDTH_CELL ((int)((int)SCREEN_WIDTH / CELL))
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#define SCREEN_HEIGHT_CELL ((int)((int)SCREEN_HEIGHT / CELL))
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class Stage : Actor_2D
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{
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public:
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Stage(Entry* e);
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~Stage();
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void Update() override;
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void Draw()override;
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std::vector<MapObject> getMapObject(); //マップオブジェクトを取得
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private:
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std::vector<MapObject> Area;
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};
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#endif;
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```
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```cpp
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#include "../../Header/Game/Stage.hpp"
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//コンストラクタ
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Stage::Stage(Entry* e) : Actor_2D()
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{
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std::shared_ptr<TextureData> sprite = LoadTexture("Assets/Block.png");
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std::shared_ptr<TextureData> Item_sprite = LoadTexture("Assets/Item.png");
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// printf("X: %f\n", SCREEN_WIDTH / (float)CELL);
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// printf("Y: %f\n",SCREEN_HEIGHT / (float)CELL);
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// ステージ
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int Map[SCREEN_HEIGHT_CELL][SCREEN_WIDTH_CELL] =
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{
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,3,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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};
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for (int y = 0; y < SCREEN_HEIGHT_CELL; y++)
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{
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for (int x = 0; x < SCREEN_WIDTH_CELL; x++)
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{
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// ブロック
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if (Map[y][x] == 1)
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{
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Box_Collision_2D col;
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col.setEnable(true);
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col.setPosition(glm::ivec2(CELL * x,( -CELL * y)));
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col.setSize(glm::ivec2(CELL, CELL));
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TextureUV uv;
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uv.start = glm::vec2(0, 0);
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uv.end = glm::vec2(CELL, CELL);
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Area.push_back(MapObject(e, ObjectType::Brick, sprite, uv, glm::ivec2(CELL * x, (-CELL * y)), col));
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//レンガ
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}else if (Map[y][x] == 2)
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{
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Box_Collision_2D col;
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col.setEnable(true);
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col.setPosition(glm::ivec2(CELL * x, (-CELL * y)));
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col.setSize(glm::ivec2(CELL, CELL));
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TextureUV uv;
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uv.start = glm::vec2(CELL, CELL);
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uv.end = glm::vec2(CELL * 2, CELL * 2);
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Area.push_back(MapObject(e, ObjectType::Block, sprite, uv, glm::ivec2(CELL * x, (-CELL * y)), col));
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}
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// アイテム
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else if (Map[y][x] == 3)
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{
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Box_Collision_2D col;
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col.setEnable(true);
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col.setPosition(glm::ivec2(CELL * x, (-CELL * y)));
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col.setSize(glm::ivec2(CELL, CELL));
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TextureUV uv;
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uv.start = glm::vec2(0, 0);
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uv.end = glm::vec2(CELL , CELL);
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Area.push_back(MapObject(e, ObjectType::Item, Item_sprite, uv, glm::ivec2(CELL * x, (-CELL * y)), col));
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}
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}
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}
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}
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std::vector<MapObject> Stage::getMapObject()
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{
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return Area;
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}
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void Stage::Update()
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{
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for (std::vector<MapObject>::iterator itr = Area.begin(); itr != Area.end(); itr++)
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{
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itr->Update();
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}
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}
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void Stage::Draw()
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{
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for (std::vector<MapObject>::iterator itr = Area.begin(); itr != Area.end(); itr++)
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{
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itr->Draw();
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}
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}
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//デストラクタ
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Stage::~Stage()
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{
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}
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```
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1
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -1,4 +1,4 @@
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1
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-
提示コードですが。コメント部のコードでアクセスエラーになります。どうすればいいのでしょうか?
|
1
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提示コードですが。コメント部のコードでアクセスエラーになります。どうすればいいのでしょうか?stage->getMapObject();はマップのベクターなのですがその要素を指定した要素を削除するコードなのですが削除する例外が出てしまいます。どうすればいいのでしょか?
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