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#include <iostream>
#include <thread>
#include <chrono>
#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<ParticleEmitter> 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;
}
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