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Home/ Questions/Q 8064021
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Editorial Team
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Editorial Team
Asked: June 5, 20262026-06-05T11:14:25+00:00 2026-06-05T11:14:25+00:00

Basically what I want to do is store the reference to the active animation

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Basically what I want to do is store the reference to the active animation of a sprite as a private member in the Actor class. I want to use a reference so I don’t have to actually create the animation multiple times but I keep getting an error.

Actor class declaration:

class Actor
{
public:
        Actor();
        ~Actor();
        void setActiveAnimation(Animation anim);
        void draw(sf::RenderWindow& win);

private:
        sf::Sprite sprite;
        MaJR::Animation& activeAnimation;
};

Actor class implementation:

Actor::Actor()
{
    // constructor
}

Actor::~Actor()
{
    // destructor
}

void Actor::setActiveAnimation(Animation anim)
{
    activeAnimation = anim;
    activeAnimation.gotoStart();
}

void Actor::draw(sf::RenderWindow& win)
{
    sprite.setTexture(activeAnimation.getActiveFrame());
    win.draw(sprite);
    activeAnimation.nextFrame();
}

Build output:

/home/mike/MaJR Game Engine/src/Actor.cpp||In constructor 'MaJR::Actor::Actor()':|
/home/mike/MaJR Game Engine/src/Actor.cpp|8|error: uninitialized reference member 'MaJR::Actor::activeAnimation' [-fpermissive]|
||=== Build finished: 1 errors, 0 warnings ===|
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-05T11:14:26+00:00Added an answer on June 5, 2026 at 11:14 am

    A reference cannot be reassigned, so it must be initialized at the member-initialization-list. However, you intend to reassign it so what you want is not a reference. What’s more, in your setActiveAnimation function you are setting such reference to a copy of the value passed as an argument, which leaves you with an invalid reference when the code exits the function. Perhaps a pointer would suit you?

    In the class body:

    MaJR::Animation* activeAnimation;
    

    And the setActiveAnimation function:

    void Actor::setActiveAnimation(Animation* anim)
    {
        activeAnimation = anim;
        activeAnimation->gotoStart();
    }
    
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