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You're absolutely right, and I apologize for that oversight. Let's correct the `Renderer` constructor to properly initialize all members in the initializer list. Here's the corrected version of the `Renderer` constructor: ```cpp Renderer::Renderer(sf::RenderWindow& window) : window(window), background(sf::Vector2f(windowWidth, windowHeight)), playfieldBoundary(sf::Vector2f(playfieldWidth, playfieldHeight)), nextTempoBoundary(sf::Vector2f(playfieldWidth / 1.5f, playfieldHeight / 5.0f)), scoreBoundary(sf::Vector2f(playfieldWidth / 1.5f, playfieldHeight / 12.0f)), highScoreBoundary(sf::Vector2f(playfieldWidth / 1.5f, playfieldHeight / 12.0f)) { if (!tileTexture.loadFromFile("images/tiles.png") || !backgroundTexture.loadFromFile("images/background.png") || !frameTexture.loadFromFile("images/frame.png") || !font.loadFromFile("Roboto-Regular.ttf")) { throw std::runtime_error("Failed to load textures or font"); } tileSprite.setTexture(tileTexture); frameSprite.setTexture(frameTexture); tileSprite.setScale(2, 2); background.setFillColor(sf::Color(200, 220, 255, 180)); initializeUI(); } ``` In this corrected version: 1. We initialize all member variables that are objects (like `RectangleShape`s) in the initializer list. 2. We've moved the texture and font loading into the constructor body, with error checking. 3. We still call `initializeUI()` at the end of the constructor to set up the rest of the UI elements. The `initializeUI()` function remains the same as in the previous version. This approach ensures that all member variables are properly initialized before the constructor body is executed, which is a best practice in C++ and avoids potential issues with uninitialized members. Make sure to update the `render.h` file to include the necessary #include statements and any additional member variables you might need: ```cpp #pragma once #include <SFML/Graphics.hpp> #include "game.h" #include <stdexcept> class Renderer { // ... (rest of the class definition remains the same) }; ``` This structure should resolve the initialization order issues and provide a more robust setup for your `Renderer` class.
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