#include #include #include #include "SDLApp.hpp" #include "ParticleEmitter.hpp" #include "ParticleSystem.hpp" #include "Particle.hpp" 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 = 100; // maximum number of particles unsigned int emissionRate = 10; // 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 ParticleEmitter emitter1(maxParticles, emissionRate, speed, speedOffset, angle, angleOffset); emitter1.m_position = {200, 200}; // set the position of the first emitter ParticleEmitter emitter2(maxParticles, emissionRate, speed, speedOffset, angle - 90, angleOffset); // Another emitter emitter2.m_position = {200, 150}; // set the position of the second emitter std::vector emitters = { emitter2 }; // array of emitters float deltaTime = 0.1f; bool running = true; while (running) { app.handleEvents(running); particleSystem.update(deltaTime, emitters); // update particle system with delta time and emitters 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; }