#include #include #include #include "SDLApp.hpp" #include "ParticleEmitter.hpp" #include "ParticleSystem.hpp" #include "Particle.hpp" #include const int WINDOW_WIDTH = 800; const int WINDOW_HEIGHT = 600; int main(int argc, char* argv[]) { SDLApp app(WINDOW_WIDTH, WINDOW_HEIGHT); if (!app.initialize()) { std::cerr << "Failed to initialize SDLApp." << std::endl; return 1; } ParticleSystem particleSystem; unsigned int maxParticles = 10; // maximum number of particles unsigned int emissionRate = 1; // particles created per second unsigned int speed = 50; // base speed of particles unsigned int speedOffset = 10; // random offset for particle speed unsigned int angle = 90; // base angle of particle emission unsigned int angleOffset = 30; // random offset for particle angle float beginLifespan = 0.0f; // beginning lifespan of particles float endLifespan = 2.0f; // ending lifespan of particles // Vector to hold all the emitters std::vector emitters; // Loop to create 1000 emitters for (unsigned int i = 0; i < 100; ++i) { ParticleEmitter emitter(maxParticles, emissionRate, speed, speedOffset, angle, angleOffset, beginLifespan, endLifespan); // Set a position for each emitter, modifying the position for demonstration emitter.m_position = {static_cast(200 + (i % 100)), static_cast(200 + (i / 100) * 10)}; // Adjust position for each emitter emitters.push_back(emitter); // Add the emitter to the vector } float deltaTime = 0.1f; bool running = true; while (running) { app.handleEvents(running); // Start timing auto start = std::chrono::high_resolution_clock::now(); particleSystem.update(deltaTime, emitters); // update particle system with delta time and emitters // End timing auto end = std::chrono::high_resolution_clock::now(); std::chrono::duration duration = end - start; // get duration in milliseconds std::cout << "Update took " << duration.count() << " ms" << std::endl; app.clearScreen(); // render particles using the drawSquare method from SDLApp for (const ParticleEmitter& emitter : emitters) { for (const Particle& particle : emitter.particles) { app.drawSquare(particle.position.x, particle.position.y, 5); // draw each particle } } app.presentScreen(); std::this_thread::sleep_for(std::chrono::milliseconds(20)); // simulate ~50 FPS } app.cleanUp(); return 0; }