void Engine::update() { /** */ /** */ //update player state worldMap->update(clock.getElapsedTime().asSeconds()); player->update(); if(debug) Window->clear(sf::Color(100,100,100,0)); // Window->clear(sf::Color::White); World->Step(1/60.f, 8, 3); //remove sheduled enemies for (int i = 0; i < enemyScheduledForRemoval.size(); i++) { std::cout << "remove enemy" << std::endl; //enemy class scheduled for removal Enemy* temp = enemyScheduledForRemoval.at(i); //call enemy class destructor //delete temp; temp->deleteBody(); std::cout << "removal completed" << std::endl; // set enemy pointer in engine class to null worldMap->enemy = NULL; std::cout << "pointer null completed" << std::endl; } enemyScheduledForRemoval.clear(); };