The player going off the screen wasn't a glitch. I simply haven't implemented that because I'm decideing on a system for storing the map data. I'm makeing a 2Darray class right now, that I think we should use throughout the game. Once completed, I will update the movement function.
Super Sonic, yeah I usually put everything in a function and have a super small main loop (makes it easier for menu systems) but I didn't in this demo because I thought it would be a little easier to learn by only having to read from top to bottom without skipping all through the code, but I probably won't do that again.
Also, I noticed you like to put all the functions at the bottom of the page and init. them at the top. Is that your prefered preference? I will switch to that method now because it is easier to simply glance at the init. to see what the paramaters are. Good call.
One more thing. I vote that we do NOT use anything from the Standard Template Library (STL) because of what I read in my massive book.
Teh Data Structures Book Yo wrote:Unfortunately, every version of STL is different in its own way, and this can cause problems. The STL implemetation that comes with Microsoft Visual C++ 6 is generally considered by most to be a slow and incomplete version (it was Microsoft's first try, after all) of the STL.
That probably explains all your blood problems SS.
I say we just make very flexible class implementations instead. Like the array class i'm working on.
Whooops, almost forgot. About the m_ thing. I find it easier to put that on all member variables of a class (m = member)... it just helps me out.