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#include <iostream>
#include <thread>
#include <chrono>
#include "SDLApp.hpp"
#include "ParticleEmitter.hpp"
#include "ParticleSystem.hpp"
#include "Particle.hpp"
#include <chrono>
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<ParticleEmitter> 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<float>(200 + (i % 100)), static_cast<float>(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<float, std::milli> 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;
}
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