Message-ID: <33E0C441.5A32@lr.net> Date: Thu, 31 Jul 1997 12:58:41 -0400 From: Isaac Waldron Reply-To: waldroni AT lr DOT net Organization: The Computer Nerd MIME-Version: 1.0 To: stunajoh AT acs DOT eku DOT edu CC: djgpp AT delorie DOT com Subject: Re: Accessing Variables References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Precedence: bulk stunajoh AT ACS DOT EKU DOT EDU wrote: > > On Wed, 30 Jul 1997, Isaac Waldron wrote: > > > Does anyone know if it is possible to create a variable in a function, > > and then access it outside of that function. For instance, I have > > classes Ship and Shot, can I use code like this: > > > It seems to me that what you want could be accomplished having a pointer > to a shot in ship, and in the Fire() function have it create a new shot > gun (on the heap) if it hasn't been created yet (sort of like in your > ship::update(), but use the new operator instead. ). However, unless you > call this pointer a static, you > will need to reference it by gun::pFirst->Update() (I'm pretty sure that > it has to be this way. I do know that this at least works.). In > the > default(non-static), you will have a pointer and an instance of Shot for > each instance of Ship. However, if this pointer is static, there will be > only one instance for the entire class Ship, no matter how many instance > variables( at least the way you plan to set it up ). Maybe I missed the > point entirely on what you were asking, and > maybe this doesn't apply to you. Just trying to help. Also, remember to > delete your instance(s) of Shot, probably in the destructor of Ship. > > >[code snipped] > > > > Basically, I need to know if a variable constructed in a function can be > > made to not be destructed at the end of that function, and have it > > visible globally? If not, does anyone know how to make a linked list of > > objects so I can have more than one object of any one type on screen at > > one time? > > > > thanks in advance, > > -- > > -Begin Signature- > > Isaac Waldron N1YZI > > http://www.geocities.com/SiliconValley/Lakes/5703/home.html > > -End Signature- > > I'm sorry, that last mail wasn't clear at all. What I want to do is be able to have many objects on screen at once, and be able to have them move around all at once. I basically need to multi-thread. In my previous games, if you shot at something, the whole shot would get handled before anything was able to move. I want the enemies to have a chance at getting out of the way before the shot hit them. code for old games: void Fire() { int x; for (x = 0; x < 320; x++) { PutPixel(x, y (of ship), ); if (x = ) { delete enemy; score++; return; }; }; using this code, nothing on screen could move until the shot either hit the enemy or the end of the screen. This was VERY unfair. Thanks again, -- -Begin Signature- Isaac Waldron N1YZI http://www.geocities.com/SiliconValley/Lakes/5703/home.html -End Signature-