I am trying to make my simple game and I came across small issue. So I have 2 vectors of pointers. One is for bullets and one is for enemy units. First I tried to iterate through all of my bullets and then in second loop iterate through my enemies and when I find collision I erase enemy unit and bullet, but erasing bullets is crashing my game, so I figured out that I shouldnt erase from vector while its still iterating in first loop.
My second ide was something like this:
std::vector<Bullet*>::iterator remove = std::remove_if(bullets.begin(), bullets.end(),
[&](Bullet* x)
{
for (std::vector<EnemyUnit*>::iterator it = enemyUnits.begin(); it != enemyUnits.end(); ++it)
{
if (x->collision->CheckCollision((*it)->collision))
{
enemyUnits.erase(it);
return true;
}
else
{
return false;
}
}
});
bullets.erase(remove, bullets.end());
So it seems to work in a way, but my bullets can only collide with one enemy at a time and it seems like its not checking for all enemies. For example I shoot 5 bullets and firstly they can only collide with one enemy and after one bullet kills enemy other bullets will be able to collide with second enemy and so on . It seems like
for (std::vector<EnemyUnit*>::iterator it = enemyUnits.begin(); it != enemyUnits.end(); ++it)
Doesnt take place and it only gets one enemy? Is it wrong way to do it? I need to use pointers and vectors, because its for my project.