Weird error

This is a discussion on Weird error within the Game Programming forums, part of the General Programming Boards category; Hi, I'm in the middle of writing a game for part of my uni coursework using a directx wrapper, and ...

  1. #1
    arabacus
    Guest

    Unhappy Weird error

    Hi,
    I'm in the middle of writing a game for part of my uni coursework using a directx wrapper, and it's giving me loads of errors like:

    C:\My Documents\University\cmt3311\new\main.cpp(247) : error C2059: syntax error : 'constant'
    C:\My Documents\University\cmt3311\new\main.cpp(248) : error C2228: left of '.levelData' must have class/struct/union type

    and I can't understand it because i've defined the struct right at the top, but for some reason it's not recognising it. Can anyone give me some help? the source code is below.

    Any help would be greatly appretiated.

    Luke

    // Include the directx 8 utility library:
    #include <dxu.h>
    #include <fstream.h>

    #include "spriteanimation.h"
    //#include "leveldata.h"

    #define TITLE "New"

    //--------------------------------------------------------
    // Structs

    struct levelObjects{
    int objType;
    int object; // Location of the object in the array, so I know which tile to move (updated along with the objType variable
    // in both the target and source tile)
    };

    //--------------------------------------------------------

    //--------------------------------------------------------
    // Globals

    DXUIMAGE pathImages[50];
    SpriteAnim2 pathSprites[60][45];

    SpriteAnim4 bully;
    DXUIMAGE bullyImages[8];

    DXUIMAGE objectImages[50];
    SpriteAnim4 objectSprites[1000];

    int pathData[60][45];
    levelObjects levelData[60][45];

    int screenX, screenY;
    int playerX, playerY;

    int tempObject;

    int currentObject = 0;
    int currentLevel = 0;

    int gameState = 0;
    int gameStateActive = 0;

    char levelFile[20];

    //--------------------------------------------------------

    //--------------------------------------------------------
    // Function prototypes

    void LoadLevelImages();
    void SetLevelSprites();
    void InitialisePath();
    void InitialiseObjects();
    void ReadInLevel();
    void RenderLevel();

    //--------------------------------------------------------

    // Main:
    int APIENTRY WinMain(HINSTANCE hinstance,
    HINSTANCE hPreInstance,
    LPSTR lpCmdLine,int nCmdShow)
    {
    double renderTime = 0;


    // Load the Direct3D COM and Build the current systems device list:
    if ( !DXULoadDirectXGraphics() )
    {
    DXUDisplayLastError();
    return -1;
    }

    // Set Window Title Name and window name
    DXUSetWindowInfo(TITLE,"new");

    // Create a WIN32 window:add 6 and 26 to account for window borders
    if(!DXUCreateWindow(hinstance,0,0,640+6 ,480+26))
    {
    DXUDisplayLastError();
    return -1;
    }

    // Initialise Windowed Graphics:
    // Note: Default Full Screen Mode is ( 640x480x16 )
    if (!DXUInitGraphics())
    {
    DXUDisplayLastError();
    return -1;
    }
    // DXUToggleFullscreen();

    // Initialise input
    DXUInitInput();
    // initialise keyboard input
    DXUInitKeyboard();

    // Main game loop:
    while (DXUProcessMessages()) // Process The system Messages
    {
    DXUReadKeyboard();
    if ( DXUIsTimeToRender() )
    {
    if( gameState == 0 )
    {
    gameState = 1;
    }
    if( gameState == 1 )
    {
    gameState = 2;
    }
    if( gameState == 2 )
    {
    if( gameStateActive == 0 )
    {
    ReadInLevel();
    LoadLevelImages();
    SetLevelSprites();
    gameStateActive = 1;
    }
    }

    // press escape key and exit
    if ( dxuKeyState[DIK_ESCAPE] )
    DXUDestroyWindow();


    // Double Buffering:
    DXURenderPrepare();
    renderTime += DXUGetSecsPerFrame();

    /*DXUDrawSpriteFast(&sprScene);
    DXUDrawSprite(&sprPang);*/

    RenderLevel();

    DXURenderFinish();
    }
    }

    // Do not forget to release everything:
    // Program may crash without releasing:
    DXUReleaseKeyboard();
    DXUCloseInput();
    DXUReleaseGraphics();
    DXUUnloadDirectXGraphics();

    return DXUGetLastMessage()->wParam;
    }

    void LoadLevelImages()
    {
    // Depending on which level the player is currently on the images will change
    if ( currentLevel > 0 && currentLevel < 11 )
    {
    DXULoadImage(&pathImages[0],"bmp/aEmpty1.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&pathImages[1],"bmp/aPath1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[2],"bmp/aPath2.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[3],"bmp/aPath3.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&pathImages[4],"bmp/aHoleFilled1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[5],"bmp/aHole1.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&pathImages[6],"bmp/aBlock1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[7],"bmp/aBlock2.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[8],"bmp/aBlock3.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&pathImages[9],"bmp/aEntrance1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[10],"bmp/aEntrance2.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[11],"bmp/aEntrance3.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[12],"bmp/aEntrance4.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&pathImages[13],"bmp/aExit1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[14],"bmp/aExit2.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[15],"bmp/aExit3.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[16],"bmp/aExit4.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&pathImages[17],"bmp/aTele1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[18],"bmp/aTele2.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[19],"bmp/aTele3.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&pathImages[20],"bmp/aTele4.bmp",DXUCK_NOCOLOURKEY);

    // Object Tiles, won't be in path array in the game
    DXULoadImage(&objectImages[1],"bmp/aArrowRight1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[2],"bmp/aArrowDown1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[3],"bmp/aArrowLeft1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[4],"bmp/aArrowUp1.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&objectImages[5],"bmp/aArrowRightHit1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[6],"bmp/aArrowDownHit1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[7],"bmp/aArrowLeftHit1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[8],"bmp/aArrowUpHit1.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&objectImages[9],"bmp/aSlipRight1.bmp",RGB(255,0,255));
    DXULoadImage(&objectImages[10],"bmp/aSlipDown1.bmp",RGB(255,0,255));
    DXULoadImage(&objectImages[11],"bmp/aSlipLeft1.bmp",RGB(255,0,255));
    DXULoadImage(&objectImages[12],"bmp/aSlipUp1.bmp",RGB(255,0,255));

    DXULoadImage(&objectImages[13],"bmp/aSlipHitRight1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[14],"bmp/aSlipHitDown1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[15],"bmp/aSlipHitLeft1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[16],"bmp/aSlipHitUp1.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&objectImages[17],"bmp/aHoleFiller1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[18],"bmp/aBombBlock1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[19],"bmp/aTurnTable1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[20],"bmp/aCrumbleBlock1.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&objectImages[21],"bmp/aTeleBlock1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[22],"bmp/aTeleBlock2.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[23],"bmp/aTeleBlock3.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[24],"bmp/aTeleBlock4.bmp",DXUCK_NOCOLOURKEY);

    DXULoadImage(&objectImages[25],"bmp/a10Fuel1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[26],"bmp/a20Fuel1.bmp",DXUCK_NOCOLOURKEY);
    DXULoadImage(&objectImages[27],"bmp/a50Fuel1.bmp",DXUCK_NOCOLOURKEY);
    }

    DXULoadImage(&bullyImages[0],"bmp/aBullyRight1.bmp",DXURGB(255,0,255));
    DXULoadImage(&bullyImages[1],"bmp/aBullyDown1.bmp",DXURGB(255,0,255));
    DXULoadImage(&bullyImages[2],"bmp/aBullyLeft1.bmp",DXURGB(255,0,255));
    DXULoadImage(&bullyImages[3],"bmp/aBullyUp1.bmp",DXURGB(255,0,255));
    }

    void SetLevelSprites()
    {
    int arrayx, arrayy;
    for( arrayx = 0; arrayx < 60; arrayx++ )
    {
    for( arrayy = 0; arrayy < 45; arrayy++ )
    {
    if( pathData[arrayx][arrayy] > 0 && pathData[arrayx][arrayy] < 21 )
    pathSprites[arrayx][arrayy].SetSpriteAnim( pathImages[pathData[arrayx][arrayy]], arrayx*32-screenX, arrayy*32-screenY, 64, 32 );

    if( levelData[arrayx][arrayy].objType > 0 && levelData[arrayx][arrayy].objType < 28 )
    {
    tempObject = levelData[arrayx][arrayy].objType;
    objectSprites[currentObject].SetSpriteAnim( objectImages[tempObject], arrayx*32-screenX, arrayy*32-screenY. 64, 32 );
    levelData[arrayx][arrayy].object = currentObject;

    levelData[arrayx][arrayy].steps = 4;
    levelData[arrayx][arrayy].step = 1;
    levelData[arrayx][arrayy].velocityX = 0;
    levelData[arrayx][arrayy].velocityY = 0;
    levelData[arrayx][arrayy].moving = false;

    currentObject++;
    }
    }
    }

    DXULoadImage(&bullyImages[0],"bmp/aBullyDown1.bmp",DXUCKRGB(255,0,255));
    bully.SetSpriteAnim( bullyImages[0], playerX*32-screenX, playerY*32-screenY, 64, 64 );

    }

    void ReadInLevel()
    {
    InitialisePath();
    InitialiseObjects();

    strcpy(levelFile,"level1.lev");

    // Set the level data, reads in from file

    ifstream inFile;

    inFile.open( levelFile, ios::in | ios::binary );

    char columnBuffer[45];

    for ( int arrayx = 0; arrayx < 60; arrayx++ )
    {
    inFile.read(columnBuffer,45);

    for ( int fillBuffer = 0; fillBuffer < 45; fillBuffer++ )
    {
    //\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//
    // Organise the tiles, which are path tiles and which are object tiles?
    //\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//
    if ( int(columnBuffer[fillBuffer]) < 21 )
    pathData[arrayx][fillBuffer] = int(columnBuffer[fillBuffer]);
    else if ( int(columnBuffer[fillBuffer]) > 20 && int(columnBuffer[fillBuffer]) < 48 )
    {
    pathData[arrayx][fillBuffer] = 1;
    levelData[arrayx][fillBuffer].objType = int(columnBuffer[fillBuffer]) - 20;
    }
    }
    }

    inFile.close();

    // Set the screen position
    screenX = 640;
    screenY = 480;

    playerX = 26;
    playerY = 21;
    }

    void InitialisePath()
    {
    for( arrayx = 0; arrayx < 60; arrayx++ )
    {
    for( arrayy = 0; arrayy < 45; arrayy++ )
    {
    pathData[arrayx][arrayy] = 0;
    }
    }
    }

    void InitialiseObects()
    {
    for( arrayx = 0; arrayx < 60; arrayx++ )
    {
    for( arrayy = 0; arrayy < 45; arrayy++ )
    {
    levelData[arrayx][arrayy].objType = 0;
    levelData[arrayx][arrayy].object = -1;
    }
    }
    }

    void RenderLevel()
    {
    for( arrayx = 0; arrayx < 60; arrayx++ )
    {
    for( arrayy = 0; arrayy < 45; arrayy++ )
    {
    if( levelData[arrayx][arrayy].object > -1 )
    objectSprites[levelData[arrayx][arrayy].object].RenderSprite();
    pathSprites[arrayx][arrayy].RenderSprite();
    }
    }
    }

  2. #2
    Registered User
    Join Date
    Jan 2002
    Location
    Vancouver
    Posts
    2,220
    RTFAQ regarding code tags, and posting all of your code.

    kthxdrivethru.

  3. #3
    Confused Magos's Avatar
    Join Date
    Sep 2001
    Location
    Sweden
    Posts
    3,145
    You errors occur at line 247 and 248. Check those out and see if you can find anything wrong.
    Sysntax errors happen if you typed something wrong, like forgetting a ;. These should be 'pretty' easy to spot.
    MagosX.com

    Give a man a fish and you feed him for a day.
    Teach a man to fish and you feed him for a lifetime.

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