mirror of
https://github.com/BreizhHardware/bloubloulespoissons.git
synced 2026-01-18 16:47:31 +01:00
236 lines
6.9 KiB
C++
236 lines
6.9 KiB
C++
#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.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 <atomic>
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#include "fish.h"
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#include "decors.h"
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std::mutex mtx;
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std::atomic<bool> running(true);
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SDL_Window* window = nullptr;
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SDL_Renderer* renderer = nullptr;
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SDL_Texture* schoolTexture = nullptr;
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SDL_Texture* playerTexture = nullptr;
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std::vector<Fish> school;
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int windowWidth = 1600;
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int windowHeight = 1000;
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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 initSDL();
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void handleEvents(int& playerX, int& playerY, const int playerSpeed);
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void renderScene(int playerX, int playerY);
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void cleanup();
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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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// Function to update a range of fish
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void updateFishRange(std::vector<Fish>& school, int start, int end) {
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while (running) {
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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 (int i = start; i < end; ++i) {
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school[i].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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if (!initSDL()) {
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return 1;
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}
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for (int i = 0; i < 1000; ++i) {
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school.emplace_back(Fish(rand() % ENV_WIDTH, rand() % ENV_HEIGHT, 0.1, 0.1, school, i, 50, 50, schoolTexture, renderer));
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}
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std::vector<std::thread> threads;
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int fishPerThread = 100;
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for (int i = 0; i < school.size(); i += fishPerThread) {
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threads.emplace_back(updateFishRange, std::ref(school), i, std::min(i + fishPerThread, static_cast<int>(school.size())));
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}
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int playerX = windowWidth / 2;
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int playerY = windowHeight / 2;
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const int playerSpeed = 5;
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while (running) {
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handleEvents(playerX, playerY, playerSpeed);
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renderScene(playerX, playerY);
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SDL_Delay(10);
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}
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running = false;
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for (auto& thread : threads) {
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thread.join();
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}
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cleanup();
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return 0;
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}
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bool initSDL() {
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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 false;
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}
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if (!(IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG)) {
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std::cerr << "Erreur d'initialisation de SDL_image: " << IMG_GetError() << std::endl;
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SDL_Quit();
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return false;
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}
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window = SDL_CreateWindow("BloubBloub les poissons",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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windowWidth, windowHeight,
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SDL_WINDOW_RESIZABLE | 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 false;
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}
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SDL_Surface* iconSurface = IMG_Load("../img/mory.png");
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if(iconSurface == nullptr) {
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std::cerr << "Erreur de chargement de l'icône: " << IMG_GetError() << std::endl;
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} else {
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SDL_SetWindowIcon(window, iconSurface);
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SDL_FreeSurface(iconSurface);
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}
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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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 false;
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}
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SDL_Surface* schoolSurface = IMG_Load("../img/poasson.png");
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schoolTexture = SDL_CreateTextureFromSurface(renderer, schoolSurface);
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SDL_FreeSurface(schoolSurface);
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SDL_Surface* playerSurface = IMG_Load("../img/player.png");
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playerTexture = SDL_CreateTextureFromSurface(renderer, playerSurface);
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SDL_FreeSurface(playerSurface);
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return true;
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}
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void handleEvents(int& playerX, int& playerY, const int playerSpeed) {
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SDL_Event event;
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const Uint8* keystate = SDL_GetKeyboardState(NULL);
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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_WINDOWEVENT) {
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if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
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windowWidth = event.window.data1;
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windowHeight = event.window.data2;
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}
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}
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}
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if (keystate[SDL_SCANCODE_W] && keystate[SDL_SCANCODE_A]) {
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playerY -= playerSpeed;
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playerX -= playerSpeed;
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} else if (keystate[SDL_SCANCODE_W] && keystate[SDL_SCANCODE_D]) {
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playerY -= playerSpeed;
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playerX += playerSpeed;
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} else if (keystate[SDL_SCANCODE_S] && keystate[SDL_SCANCODE_A]) {
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playerY += playerSpeed;
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playerX -= playerSpeed;
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} else if (keystate[SDL_SCANCODE_S] && keystate[SDL_SCANCODE_D]) {
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playerY += playerSpeed;
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playerX += playerSpeed;
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} else if (keystate[SDL_SCANCODE_W]) {
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playerY -= playerSpeed;
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} else if (keystate[SDL_SCANCODE_S]) {
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playerY += playerSpeed;
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} else if (keystate[SDL_SCANCODE_A]) {
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playerX -= playerSpeed;
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} else if (keystate[SDL_SCANCODE_D]) {
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playerX += playerSpeed;
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} else if (keystate[SDL_SCANCODE_ESCAPE]) {
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running = false;
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} else if (keystate[SDL_SCANCODE_F11]) {
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Uint32 flags = SDL_GetWindowFlags(window);
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if (flags & SDL_WINDOW_FULLSCREEN) {
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SDL_SetWindowFullscreen(window, 0);
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} else {
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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}
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}
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if (playerX < 0) {
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playerX = windowWidth;
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} else if (playerX > windowWidth) {
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playerX = 0;
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}
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if (playerY < 0) {
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playerY = windowHeight;
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} else if (playerY > windowHeight) {
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playerY = 0;
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}
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}
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void renderScene(int playerX, int playerY) {
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int offsetX = playerX;
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int offsetY = playerY;
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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 - windowWidth) offsetX = ENV_WIDTH - windowWidth;
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if (offsetY > ENV_HEIGHT - windowHeight) offsetY = ENV_HEIGHT - windowHeight;
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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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rock.draw(renderer);
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reef.draw(renderer);
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kelp.draw(renderer);
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std::lock_guard<std::mutex> lock(mtx);
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for (auto& fish : school) {
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fish.draw(renderer);
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}
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SDL_Rect playerRect = { playerX - offsetX, playerY - offsetY, 75, 75 };
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SDL_RenderCopy(renderer, playerTexture, nullptr, &playerRect);
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SDL_RenderPresent(renderer);
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}
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void cleanup() {
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SDL_DestroyTexture(schoolTexture);
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if (renderer != nullptr) {
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SDL_DestroyRenderer(renderer);
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}
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if (window != nullptr) {
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SDL_DestroyWindow(window);
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}
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IMG_Quit();
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SDL_Quit();
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} |