Hey coders,
At the EntityManager::handleNewMap function it looks like this is where the entities for get loaded and tracked for later rendering onscreen. The issue I ran into was if I introduced this code snip for (multiplayer mode),the program seg faults:
for(int y = 0; y < eset->misc.net_pc_count; y++){
Entity *nete;
nete->stats.pos = pc->stats.net_pc[y].pos;
nete->stats.direction = pc->stats.net_pc[y].dir;
entities.push_back(nete);
}
-----gdb bt----------
Entity::getRenderBounds (this=0x55555c5c5da0, cam=...) at /game/src/Entity.cpp:578
578 unsigned index = stats.layer_def[ff][i];
(gdb) bt
#0 0x00005555555d0b8c in Entity::getRenderBounds (
this=0x55555c5c5da0, cam=...)
at /throne/pro/stealthcavern/src/Entity.cpp:578
#1 0x00005555555e0507 in EntityManager::entityFocus (
this=0x55555bc707b0, mouse=..., cam=..., alive_only=true)
at /game/src/EntityManager.cpp:300
#2 0x000055555560f93d in GameStatePlay::checkEnemyFocus (
this=0x555558ab6770)
at /game/src/GameStatePlay.cpp:185
#3 0x0000555555612399 in GameStatePlay::logic (
this=0x555558ab6770)
at /game/src/GameStatePlay.cpp:625
#4 0x000055555562265f in GameSwitcher::logic (this=0x5555559d3c40)
at /game/src/GameSwitcher.cpp:161
--------end bt---------
It looks like entityFocus is trying to determine the renderbounds,but the variable is going out of bound? I have reached brick wall on this logic. if anyone is able to overcome please elaborate.
As far as I know this is not a coding forum. (But maybe a coder is around to help you.') I would recommend using
https://freegamedev.net
instead.
This is the correct forum: the question is in regards to the FLARE engine's behavior to a custom script.
--Medicine Storm
Breakthrough..I got it working with the following snip:
for(int y = 0; y < eset->misc.net_pc_count; y++){
Entity *nete = new Entity();
nete->stats.animations = "animations/enemies/training_dummy.txt";
nete->loadAnimations();
nete->stats.pos = pc->stats.net_pc[y].pos;
nete->stats.direction = pc->stats.net_pc[y].dir;
entities.push_back(nete);
}