Fix core dump & clearer music deallocation
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parent
c15e4e48a5
commit
f657c49c79
101
src/maps.cpp
101
src/maps.cpp
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@ -1,18 +1,15 @@
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#include "maps.h"
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Maps::Maps(SDL_Renderer* render){
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int sound = false;
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if(false) Mix_OpenAudio( 44100, MIX_DEFAULT_FORMAT, 2, 2048 );
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if(sound == true){
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Mix_OpenAudio( 44100, MIX_DEFAULT_FORMAT, 2, 2048 );
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}
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//Set renderer
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renderer = render;
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//Set renderer
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renderer = render;
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//set the window's (renderer) dimensions
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SDL_GetRendererOutputSize(renderer,&screenWidth,&screenHeight);
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//set the window's (renderer) dimensions
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SDL_GetRendererOutputSize(renderer,&screenWidth,&screenHeight);
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//Set unit size
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//Set unit size
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sz = screenWidth/16;
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//Set keyboard input
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@ -28,20 +25,21 @@ Maps::Maps(SDL_Renderer* render){
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}
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Maps::~Maps(){
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//Deallocate rows
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for(int i = 0; i < blockTotal; ++i) delete blockRect[i];
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//Deallocate
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delete blockRect;
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//Deallocate rows
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for(int i = 0; i < blockTotal; ++i) delete blockRect[i];
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//Deallocate
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//delete blockRect;
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Mix_HaltMusic();
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//Free the music
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//Free the music
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Mix_FreeMusic( gMusic );
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gMusic = NULL;
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}
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int Maps::map(std::string mapName){
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//Load map
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playerPosX = 1*sz;
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//Load map
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playerPosX = 1*sz;
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playerPosY = 4*sz;
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mapWidth = sz*32;
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@ -54,37 +52,37 @@ int Maps::map(std::string mapName){
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*/
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Texture level;
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level.setRenderer(renderer);
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SDL_Color textColor = {0xFF,0xFF,0xFF,0xFF};
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level.loadFromRendererText("level: " + mapName,textColor);
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level.setRenderer(renderer);
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SDL_Color textColor = {0xFF,0xFF,0xFF,0xFF};
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level.loadFromRendererText("level: " + mapName,textColor);
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Texture sandCastle;
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sandCastle.setRenderer(renderer);
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sandCastle.loadTexture("textures/foreground.png");
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SDL_Rect castleQuad = {0,0,sandCastle.getWidth(),sandCastle.getHeight()};
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Texture sandCastle;
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sandCastle.setRenderer(renderer);
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sandCastle.loadTexture("textures/foreground.png");
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SDL_Rect castleQuad = {0,0,sandCastle.getWidth(),sandCastle.getHeight()};
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Texture sandMiddle;
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sandMiddle.setRenderer(renderer);
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sandMiddle.loadTexture("textures/sand-middleground.png");
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SDL_Rect middleQuad = {0,0,sandMiddle.getWidth(),sandMiddle.getHeight()};
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float sandParallax = 0.5;
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Texture sandMiddle;
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sandMiddle.setRenderer(renderer);
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sandMiddle.loadTexture("textures/sand-middleground.png");
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SDL_Rect middleQuad = {0,0,sandMiddle.getWidth(),sandMiddle.getHeight()};
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float sandParallax = 0.5;
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Texture stars;
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stars.setRenderer(renderer);
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stars.loadTexture("textures/stars.png");
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SDL_Rect starsQuad = {0,0,stars.getWidth(),stars.getHeight()};
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float starsParallax = 0.2;
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Texture stars;
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stars.setRenderer(renderer);
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stars.loadTexture("textures/stars.png");
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SDL_Rect starsQuad = {0,0,stars.getWidth(),stars.getHeight()};
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float starsParallax = 0.2;
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SDL_Rect levelRect = {10,10,level.getWidth(),level.getHeight()};
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SDL_Rect levelRect = {10,10,level.getWidth(),level.getHeight()};
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//Initialize the player, set its position, pass the map's size and set the renderer
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Player player(playerPosX,playerPosY,mapHeight,renderer);
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Player player(playerPosX,playerPosY,mapHeight,renderer);
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//Set the camera and pass the map and screen's dimensions
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Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
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//Initialize the powerup, set his position, pass the renderer and the player
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Powerup powerup(13*sz,8*sz,renderer,&player);
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//Initialize the powerup, set his position, pass the renderer and the player
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Powerup powerup(13*sz,8*sz,renderer,&player);
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//Initialize the block class and set the player and the renderer
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Block ground(0,sz*11,screenWidth*2,sz*1,renderer,&player);
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@ -107,8 +105,7 @@ int Maps::map(std::string mapName){
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}
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}
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if(currentKeyStates[SDL_SCANCODE_ESCAPE]){
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musicQuit();
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return 0;
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return 0;
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}
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//Clear the render and set the background color
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@ -124,30 +121,22 @@ int Maps::map(std::string mapName){
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sandMiddle.render(&middleQuad,camera.getPosX(),sandParallax);
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sandCastle.render(&castleQuad,camera.getPosX());
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//Print player
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//Print player
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if(player.print(camera.getPosX()) == 1) return 1;
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//Print the blocks the corresponding dimensions and positions and check collisions
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//for(int i = 0; i < blockTotal; i++) ground.printAndCheck(blockRect[i],camera.getPosX());
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ground.printAndCheck(camera.getPosX());
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ground2.printAndCheck(camera.getPosX());
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ground3.printAndCheck(camera.getPosX());
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ground4.printAndCheck(camera.getPosX());
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ground5.printAndCheck(camera.getPosX());
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//for(int i = 0; i < blockTotal; i++) ground.printAndCheck(blockRect[i],camera.getPosX());
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ground.printAndCheck(camera.getPosX());
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ground2.printAndCheck(camera.getPosX());
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ground3.printAndCheck(camera.getPosX());
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ground4.printAndCheck(camera.getPosX());
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ground5.printAndCheck(camera.getPosX());
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//Print the poweup and check collisions
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//Print the poweup and check collisions
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powerup.printAndCheck(camera.getPosX());
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//Render
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SDL_RenderPresent(renderer);
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}
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musicQuit();
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return -1;
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}
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void Maps::musicQuit(){
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Mix_HaltMusic();
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//Free the music
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Mix_FreeMusic( gMusic );
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gMusic = NULL;
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return -1;
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}
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@ -20,7 +20,6 @@ class Maps{
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int map(std::string mapName);
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private:
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void loadMap(std::string path);
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void musicQuit();
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SDL_Renderer* renderer;
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