mirror of
https://github.com/BreizhHardware/bloubloulespoissons.git
synced 2026-03-18 21:50:32 +01:00
143 lines
4.4 KiB
C++
143 lines
4.4 KiB
C++
#include <SDL2/SDL.h>
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#include <iostream>
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#include <vector>
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#include <thread>
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#include <mutex>
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#include "fish.h"
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#include "decors.h"
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const int WINDOW_WIDTH = 800;
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const int WINDOW_HEIGHT = 600;
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const int ENV_WIDTH = 1600;
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const int ENV_HEIGHT = 1200;
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std::mutex mtx;
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// Fonction pour dessiner un fond en dégradé
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void drawGradientBackground(SDL_Renderer* renderer, int offsetX, int offsetY) {
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for (int y = 0; y < ENV_HEIGHT; y++) {
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Uint8 blue = static_cast<Uint8>(255 * (1.0 - static_cast<float>(y) / ENV_HEIGHT));
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SDL_SetRenderDrawColor(renderer, 0, 0, blue, 255);
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SDL_RenderDrawLine(renderer, -offsetX, y - offsetY, ENV_WIDTH - offsetX, y - offsetY);
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}
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}
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// Fonction pour mettre à jour la position des poissons
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void updateFish(std::vector<Fish>& fishes) {
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while (true) {
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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std::lock_guard<std::mutex> lock(mtx);
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for (auto& fish : fishes) {
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fish.move();
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}
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}
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}
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int main(int argc, char* argv[]) {
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// Initialiser SDL
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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std::cerr << "Erreur d'initialisation de SDL: " << SDL_GetError() << std::endl;
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return 1;
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}
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// Créer une fenêtre
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SDL_Window* window = SDL_CreateWindow("BloubBloub les poissons",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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WINDOW_WIDTH, WINDOW_HEIGHT,
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SDL_WINDOW_SHOWN);
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if (window == nullptr) {
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std::cerr << "Erreur de création de la fenêtre: " << SDL_GetError() << std::endl;
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SDL_Quit();
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return 1;
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}
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// Créer un renderer avec SDL_RENDERER_SOFTWARE
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (renderer == nullptr) {
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std::cerr << "Erreur de création du renderer: " << SDL_GetError() << std::endl;
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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std::vector<Fish> fishes;
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for (int i = 0; i < 100; ++i) {
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fishes.emplace_back(rand() % ENV_WIDTH, rand() % ENV_HEIGHT, rand() % 3 - 1, rand() % 3 - 1, 10, 5);
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}
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std::thread fishThread(updateFish, std::ref(fishes));
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Rock rock(100, 100, 50, 255, 0, 0);
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Reef reef(300, 300);
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Kelp kelp(500, 500, 100, 4, 87, 0);
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bool running = true;
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SDL_Event event;
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int playerX = WINDOW_WIDTH / 2;
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int playerY = WINDOW_HEIGHT / 2;
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const int playerSpeed = 5;
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while (running) {
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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running = false;
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} else if (event.type == SDL_KEYDOWN) {
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switch (event.key.keysym.sym) {
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case SDLK_z:
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playerY -= playerSpeed;
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break;
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case SDLK_s:
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playerY += playerSpeed;
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break;
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case SDLK_q:
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playerX -= playerSpeed;
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break;
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case SDLK_d:
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playerX += playerSpeed;
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break;
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}
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}
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}
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// Calculer les offsets du viewport
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int offsetX = playerX - WINDOW_WIDTH / 2;
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int offsetY = playerY - WINDOW_HEIGHT / 2;
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// Empêcher le viewport de dépasser les bords de l'environnement
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if (offsetX < 0) offsetX = 0;
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if (offsetY < 0) offsetY = 0;
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if (offsetX > ENV_WIDTH - WINDOW_WIDTH) offsetX = ENV_WIDTH - WINDOW_WIDTH;
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if (offsetY > ENV_HEIGHT - WINDOW_HEIGHT) offsetY = ENV_HEIGHT - WINDOW_HEIGHT;
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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drawGradientBackground(renderer, offsetX, offsetY);
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std::lock_guard<std::mutex> lock(mtx);
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for (auto& fish : fishes) {
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fish.draw(renderer);
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}
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rock.draw(renderer);
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reef.draw(renderer);
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kelp.draw(renderer);
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// Dessiner le joueur
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SDL_Rect playerRect = { playerX - offsetX, playerY - offsetY, 20, 20 };
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); // Blanc
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SDL_RenderFillRect(renderer, &playerRect);
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SDL_RenderPresent(renderer);
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}
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fishThread.join();
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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} |