質問編集履歴
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書式の改善
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###前提・実現したいこと
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現在
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現在C++とSiv3Dで落ち物パズルゲームを制作しています。
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独自のクラス[Block]を作り、それを vectorとして
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std::vector<Block> blocksと[Board]というクラス内で宣言して
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emplace_backで要素を追加し、
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[Board]というクラス内で使用しています。
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###発生している問題・エラーメッセージ
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std::vectorを使用して'Block'クラスを格納しようとしていたのですが
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(std::vector<Block> bronzeと宣言)
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bronze[0]などとアクセスしようとするとエラーが起きてしまいました。
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blocks[0]
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**発生した箇所はboard.cpp内のdropBronze関数です。**
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```
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Expression: vector subscript out of range
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Expression: vector subscript out of range
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```
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と表示され、アサーションが吐かれてしまいました。
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###該当のソースコード
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```C+++
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#pragma once
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#include "Block.hpp"
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for(size_t i=0;i<blocks.size();i++)もエラーはありませんでした。
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///<summary>
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///<para>Boardクラス</para>
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///<para>・Boardのサイズは大きい方</para>
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///<para>・位置=画面上のもの</para>
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///<para>・座標=二次元配列のこと</para>
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///</summary>
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class Board {
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public:
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Board() = default;
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Board(WhichPlayer _whichPlayer);
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~Board();
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public:
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const Point BOARD_VISUAL_SIZE; //見た目上の二次元配列
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const Point BOARD_ACTUAL_SIZE; //実際の二次元配列
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const Point BOARD_POINT_1P; //1Pの画面上の位置
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const Point BOARD_POINT_2P; //2Pの画面上の位置
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const Point INIT_BRONZE_COORDINATE; //ブロンズの基準の初期座標
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const Point BOARD_RECTANGLE_SIZE; //ボードのサイズ
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const int BLOCK_SIZE;
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const unsigned int BRONZE_MAX_SIZE;
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const int RED_NUM;
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const int BLUE_NUM;
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const int GREEN_NUM;
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const int YELLOW_NUM;
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const int PURPLE_NUM;
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const int SELULIAN_NUM;
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const int WALL_NUM;
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const int NONE_NUM;
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public:
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void init();
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void update();
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void draw() const;
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void boardInit();
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void bronzeInit();
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void boardDraw() const;
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void bronzeDraw() const;
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void addBlockToBronze(Point coordinate,BlockColor blockColor);
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void moveBronzeIndicator(int direction);
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void dropBronze();
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void checkBoardConnection();
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bool isCanMoveBronze(int direction);
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bool isCanAddBlockToBronze();
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bool isBronzeDontCollideWithBoard(Point _coordinate);
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bool isReachFallingDefaultCount();
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private:
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std::vector<std::vector<BlockColor>> board;
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std::vector<Block> bronze;
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std::vector<Point> candidates;
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Point bronzeIndicator;
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WhichPlayer whichPlayer;
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Point boardVisualPoint;
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Rect rectangle;
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int fallingCount;
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int fallingDefaultCount;
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};
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#include "Board.hpp"
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Board::Board(WhichPlayer _whichPlayer) :
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whichPlayer(_whichPlayer),
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BOARD_VISUAL_SIZE(Point(7, 13)),
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BOARD_ACTUAL_SIZE(Point(9, 15)),
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BOARD_POINT_1P(150, 100),
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BOARD_POINT_2P(850, 100),
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INIT_BRONZE_COORDINATE(3,0),
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BOARD_RECTANGLE_SIZE(280,520),
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BLOCK_SIZE(40),
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BRONZE_MAX_SIZE(5),
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RED_NUM(0),
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BLUE_NUM(1),
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GREEN_NUM(2),
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YELLOW_NUM(3),
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PURPLE_NUM(4),
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SELULIAN_NUM(5),
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WALL_NUM(6),
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NONE_NUM(7)
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{
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init();
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}
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Board::~Board() {
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}
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void Board::init() {
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boardInit();
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bronzeInit();
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}
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void Board::update() {
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if (Input::Key1.clicked) {
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dropBronze();
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}
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}
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void Board::draw() const {
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rectangle.draw();
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boardDraw();
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bronzeDraw();
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}
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void Board::boardInit() {
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board.resize(BOARD_ACTUAL_SIZE.x);
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for (int i = 0; i < BOARD_ACTUAL_SIZE.x; i++) {
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board[i].resize(BOARD_ACTUAL_SIZE.y);
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}
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for (int i = 0; i < BOARD_ACTUAL_SIZE.x; i++) {
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for (int j = 0; j < BOARD_ACTUAL_SIZE.y; j++) {
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board[i][j] = static_cast<BlockColor>(NONE_NUM);
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}
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}
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for (int i = 0; i < BOARD_ACTUAL_SIZE.x; i++) {
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board[i][0] = static_cast<BlockColor>(WALL_NUM);
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board[i][BOARD_ACTUAL_SIZE.y - 1] = static_cast<BlockColor>(WALL_NUM);
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}
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for (int i = 0; i < BOARD_ACTUAL_SIZE.y; i++) {
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board[0][i] = static_cast<BlockColor>(WALL_NUM);
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board[BOARD_ACTUAL_SIZE.x - 1][i] = static_cast<BlockColor>(WALL_NUM);
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}
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if (whichPlayer == WhichPlayer::PLAYER1) {
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boardVisualPoint = BOARD_POINT_1P;
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}
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else {
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boardVisualPoint = BOARD_POINT_2P;
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}
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rectangle = Rect(boardVisualPoint, BOARD_RECTANGLE_SIZE);
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}
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void Board::bronzeInit() {
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bronzeIndicator = INIT_BRONZE_COORDINATE;
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std::vector<Block>().swap(bronze);
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}
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void Board::bronzeDraw() const {
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for (unsigned int i = 0; i<bronze.size(); i++) {
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TextureAsset(L"Block")(BLOCK_SIZE*static_cast<int>(bronze[i].getBlockColor()), 0, BLOCK_SIZE, BLOCK_SIZE).draw(boardVisualPoint +BLOCK_SIZE*(bronzeIndicator+bronze[i].getPoint()));
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}
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}
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void Board::boardDraw() const {
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for (int i = 0; i < BOARD_VISUAL_SIZE.x; i++) {
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for (int j = 0; j < BOARD_VISUAL_SIZE.y; j++) {
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if (static_cast<int>(board[i + 1][j + 1]) < 5) {
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TextureAsset(L"Block")(BLOCK_SIZE*static_cast<int>(board[i + 1][j + 1]), 0, BLOCK_SIZE, BLOCK_SIZE).draw(boardVisualPoint + Point(i*BLOCK_SIZE, j*BLOCK_SIZE));
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}
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}
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}
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}
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void Board::addBlockToBronze(Point coordinate,BlockColor blockColor) {
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for (auto& x : bronze) {
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x.setPoint(x.getPoint() + Point(0, 1));
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}
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bronze.emplace_back(Block(blockColor,coordinate));
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}
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void Board::moveBronzeIndicator(int direction) {
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bronzeIndicator += Point(direction, 0);
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}
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void Board::dropBronze() {
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Point dropBaseCoordinate = Point(0,0);
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for (auto& x : bronze) {
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}
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// while (board[bronzeIndicator.x+1][(dropBaseCoordinate + bronze.front().getPoint()).y + 1] == BlockColor::NONE) {
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//dropBaseCoordinate += Point(0, 1);
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// }
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for (auto& x : bronze) {
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board[bronzeIndicator.x + 1][x.getPoint().y + dropBaseCoordinate.y + 1] = x.getBlockColor();
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}
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bronze[0];
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bronzeInit();
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}
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bool Board::isCanAddBlockToBronze() {
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if (bronze.size() < BRONZE_MAX_SIZE) {
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bool isCanBronzeAdd = true;
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for (auto& x : bronze) {
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if (!isBronzeDontCollideWithBoard(x.getPoint() + bronzeIndicator + Point(0, 1))) {
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isCanBronzeAdd = false;
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}
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}
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return isCanBronzeAdd;
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}
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return false;
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}
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bool Board::isCanMoveBronze(int direction) {
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int valid = bronzeIndicator.x + direction;
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if (valid >= 0 && valid < BOARD_VISUAL_SIZE.x) {
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bool isCanBronzeMove = true;
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for (auto& x : bronze) {
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if (!isBronzeDontCollideWithBoard(x.getPoint()+bronzeIndicator+Point(direction,0))) {
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isCanBronzeMove = false;
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}
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}
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return isCanBronzeMove;
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}
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return false;
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}
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bool Board::isBronzeDontCollideWithBoard(Point _coordinate) {
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if (board[_coordinate.x + 1][_coordinate.y + 1] == BlockColor::NONE) {
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return true;
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}
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else {
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return false;
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}
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}
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```
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###試したこと
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brozneをfor文やfor auto文で回した場合エラーはありませんでした。
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添字アクセスまたは、front()などでアクセスしてしまうとエラーが発生しました。
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よろしくお願いいたします。
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