void ProjectileList::updateList(){ for(unsigned int i = 0; i < pVector.size();i++){ if(!isProjectileCollide(pVector.at(i))) pVector.at(i).update(); else { Projectile * toDel = &pVector.at(i); effects->add(toDel->getX(),toDel->getY(),ENERGYBOOM,EFFECT_NOTYPE,toDel->getDir(),NULL); boomS.play(); pVector.erase(pVector.begin()+i); if(i > 0) i--; } } }