Files
bloubloulespoissons/main.cpp

170 lines
5.5 KiB
C++

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <iostream>
#include <vector>
#include <thread>
#include <mutex>
#include "fish.h"
#include "decors.h"
std::mutex mtx;
// Fonction pour dessiner un fond en dégradé
void drawGradientBackground(SDL_Renderer* renderer, int offsetX, int offsetY) {
for (int y = 0; y < ENV_HEIGHT; y++) {
Uint8 blue = static_cast<Uint8>(255 * (1.0 - static_cast<float>(y) / ENV_HEIGHT));
SDL_SetRenderDrawColor(renderer, 0, 0, blue, 255);
SDL_RenderDrawLine(renderer, -offsetX, y - offsetY, ENV_WIDTH - offsetX, y - offsetY);
}
}
// Fonction pour mettre à jour la position des poissons
void updateFish(std::vector<Fish>& fishes) {
while (true) {
std::this_thread::sleep_for(std::chrono::milliseconds(16));
std::lock_guard<std::mutex> lock(mtx);
for (auto& fish : fishes) {
fish.move();
}
}
}
int main(int argc, char* argv[]) {
// Initialiser SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "Erreur d'initialisation de SDL: " << SDL_GetError() << std::endl;
return 1;
}
// Initialiser SDL_image
if (!(IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG)) {
std::cerr << "Erreur d'initialisation de SDL_image: " << IMG_GetError() << std::endl;
SDL_Quit();
return 1;
}
// Créer une fenêtre
SDL_Window* window = SDL_CreateWindow("BloubBloub les poissons",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT,
SDL_WINDOW_SHOWN);
if (window == nullptr) {
std::cerr << "Erreur de création de la fenêtre: " << SDL_GetError() << std::endl;
SDL_Quit();
return 1;
}
// Créer un renderer
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == nullptr) {
std::cerr << "Erreur de création du renderer: " << SDL_GetError() << std::endl;
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
// Charger l'image de la texture pour les poissons
SDL_Surface* fishSurface = IMG_Load("../img/mory.png");
if (fishSurface == nullptr) {
std::cerr << "Erreur de chargement de l'image: " << IMG_GetError() << std::endl;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
SDL_Texture* fishTexture = SDL_CreateTextureFromSurface(renderer, fishSurface);
SDL_FreeSurface(fishSurface);
if (fishTexture == nullptr) {
std::cerr << "Erreur de création de la texture: " << SDL_GetError() << std::endl;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
std::vector<Fish> fishes;
for (int i = 0; i < 90; ++i) {
fishes.emplace_back(rand() % ENV_WIDTH, rand() % ENV_HEIGHT, rand() % 3 - 1, rand() % 3 - 1, 10, 5, renderer, nullptr);
}
for (int i = 0; i < 10; ++i) {
fishes.emplace_back(rand() % ENV_WIDTH, rand() % ENV_HEIGHT, rand() % 3 - 1, rand() % 3 - 1, 10, 5, renderer, "../img/mory.png");
}
std::thread fishThread(updateFish, std::ref(fishes));
Rock rock(100, 100, 50, 255, 0, 0);
Reef reef(300, 300);
Kelp kelp(500, 500, 100, 4, 87, 0);
bool running = true;
SDL_Event event;
int playerX = WINDOW_WIDTH / 2;
int playerY = WINDOW_HEIGHT / 2;
const int playerSpeed = 5;
while (running) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
} else if (event.type == SDL_KEYDOWN) {
switch (event.key.keysym.sym) {
case SDLK_z:
playerY -= playerSpeed;
break;
case SDLK_s:
playerY += playerSpeed;
break;
case SDLK_q:
playerX -= playerSpeed;
break;
case SDLK_d:
playerX += playerSpeed;
break;
}
}
}
// Calculer les offsets du viewport
int offsetX = playerX - WINDOW_WIDTH / 2;
int offsetY = playerY - WINDOW_HEIGHT / 2;
// Empêcher le viewport de dépasser les bords de l'environnement
if (offsetX < 0) offsetX = 0;
if (offsetY < 0) offsetY = 0;
if (offsetX > ENV_WIDTH - WINDOW_WIDTH) offsetX = ENV_WIDTH - WINDOW_WIDTH;
if (offsetY > ENV_HEIGHT - WINDOW_HEIGHT) offsetY = ENV_HEIGHT - WINDOW_HEIGHT;
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
drawGradientBackground(renderer, offsetX, offsetY);
std::lock_guard<std::mutex> lock(mtx);
for (auto& fish : fishes) {
fish.draw(renderer);
}
rock.draw(renderer);
reef.draw(renderer);
kelp.draw(renderer);
// Dessiner le joueur
SDL_Rect playerRect = { playerX - offsetX, playerY - offsetY, 20, 20 };
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); // Blanc
SDL_RenderFillRect(renderer, &playerRect);
SDL_RenderPresent(renderer);
}
fishThread.join();
SDL_DestroyTexture(fishTexture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}