I've been coding a game in C++ using the SDL library. Today while changing the way my player character class works, I've come up against a very puzzling problem. The following code forms part of my logic allowing the player to fire bullets. The control variables, b_canFire and b_shouldFire (I plan to rename these to make more sense), are set elsewhere in the class to allow this function to execute when the user presses a key.
bool PlayerChar::DoFiring()
{
if(b_canFire && b_shouldFire)
{
Fire(box.x + 22, box.y); // This fires a bullet
b_canFire = false; // Does not work
b_shouldFire = false; // Does not work
return true;
}
}
When I step through this code using my debugger, it becomes aparrent that the values of b_canFire and b_shouldFire are not being changed to false by the assignments inside the if statement. However, if I change the code to the following:
bool PlayerChar::DoFiring()
{
if((b_canFire) && (b_shouldFire))
{
Fire(box.x + 22, box.y); // This fires a bullet
b_canFire = false; // Works
b_shouldFire = false; // Works
return true;
}
}
or
bool PlayerChar::DoFiring()
{
if(b_canFire == true && b_shouldFire == true)
{
Fire(box.x + 22, box.y); // This fires a bullet
b_canFire = false; // Works
b_shouldFire = false; // Works
return true;
}
}
Suddenly the assignments work. I have also tried replicating this situation in an empty test-project, as follows:
bool bC = true;
bool bD = true;
if(bC == true && bD == true)
{
bC = false; // Works
bD = false; // Works
}
bool bE = true;
bool bF = true;
if(bE && bF)
{
bE = false; // Works
bF = false; // Works
}
However, both of these examples assign the values exactly as they should. Clearly I am missing something here, but for the life of me, I can't see what it is. I have figured out how to fix the problem to make my code work, but it's really bothering me not knowing what is breaking the assignments in the first example, because everything I've learned about C++ so far is telling me they should work fine.
This is my first major project using the C++ language, and I am still learning, so any help or advice from more experienced programmers would be great.
Thanks!
EDIT:
As requested here is the entire class:
#include <list>
#include "SDL_mixer.h"
#include "hiGlobalVars.h"
#include "hiGlobalObjects.h"
#include "hiAssetManager.h"
#include "hiRendering.h"
#include "hiTimer.h"
#include "hiBullet.h"
#include "hiPlayerChar.h"
#include "hiDebugger.h"
using std::list;
PlayerChar::PlayerChar()
{
moveSpeed = 6;
moveDir = NONE;
b_canFire = true;
b_shouldFire = false;
box.x = 0;
box.y = 470;
box.w = 38;
box.h = 40;
}
PlayerChar::~PlayerChar()
{
}
void PlayerChar::SetPos(int x)
{
box.x = x;
}
void PlayerChar::Draw()
{
BlitSurface(box.x, box.y, assets.ss_playerchar_idle, ss_screen);
}
bool PlayerChar::DoFiring()
{
if((b_canFire) && (b_shouldFire))
{
// Fire a bullet
Fire(box.x + 22, box.y);
b_canFire = false;
b_shouldFire = false;
return true; // fired a bullet
}
return false; // did not fire a bullet
}
void PlayerChar::Fire(int x, int y)
{
// Create a new bullet at the correct location and add it to the global bullet list
Bullet* bullet = new Bullet();
bullet->SetPos(x, y);
bullets.push_back(bullet);
// Play bullet firing sound
Mix_PlayChannel(-1, assets.mc_firebullet, 0);
}
void PlayerChar::HandleInput(Uint8* keystates)
{
if(keystates[SDLK_LEFT] && keystates[SDLK_RIGHT])// Both direction keys
moveDir = NONE;
if(keystates[SDLK_LEFT] && !keystates[SDLK_RIGHT]) // Left key and not right key
moveDir = LEFT;
if(!keystates[SDLK_LEFT] && keystates[SDLK_RIGHT]) // Right key and not left key
moveDir = RIGHT;
if(!keystates[SDLK_LEFT] && !keystates[SDLK_RIGHT]) // Neither direction key
moveDir = NONE;
if(keystates[SDLK_SPACE]) // Space bar
b_shouldFire = true;
if(!keystates[SDLK_SPACE]) // Allow another bullet to be fired after release
b_canFire = true;
}
void PlayerChar::Move()
{
if(moveDir == LEFT && box.x > 0) // If not off screen, move
box.x -= moveSpeed;
if(moveDir == RIGHT && box.x < (ss_screen->w - box.w))
box.x += moveSpeed;
}
and the header:
#ifndef __hiPlayerChar__
#define __hiPlayerChar__
#include "SDL.h"
#include "SDL_mixer.h"
#include "hiGlobalVars.h"
enum MoveDir
{
LEFT,
RIGHT,
NONE
};
class PlayerChar
{
private:
Sint16 moveSpeed;
MoveDir moveDir;
bool b_canFire;
bool b_shouldFire;
public:
// Ctr & Dtr
PlayerChar();
~PlayerChar();
// Functions
void SetPos(int x);
bool DoFiring();
void Fire(int x, int y);
void Move();
void Draw();
void HandleInput(Uint8* keystates);
// Size and position
SDL_Rect box;
};
#endif
Here is a simple if-statement... The simplest if-statement has two parts – a boolean "test" within parentheses ( ) followed by "body" block of statements within curly braces { }. The test can be any expression that evaluates to a boolean value – true or false – value (boolean expressions are detailed below).
Using the assignment operator in conditional expressions frequently indicates programmer error and can result in unexpected behavior. The assignment operator should not be used in the following contexts: if (controlling expression)
The if statement will evaluate whatever code you put in it that returns a boolean value, and if the evaluation returns true, you enter the first block. Else (if the value is not true, it will be false, because a boolean can either be true or false) it will enter the - yep, you guessed it - the else {} block.
It is missing last return instruction in your function:
bool PlayerChar::DoFiring()
{
if(b_canFire && b_shouldFire)
{
Fire(box.x + 22, box.y); // This fires a bullet
b_canFire = false; // Does not work
b_shouldFire = false; // Does not work
return true;
}
return false; // WAS MISSING HERE
}
Then your function returns whatever (UB) if any of your b_canFire, b_shouldFire are false.
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