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main.c
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185 lines (134 loc) · 5.27 KB
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/*
* Project: AquaEngine
* Author: Abdelkader Kantaoui
* License: GNU General Public License v3.0
* Documentation: https://perso.limos.fr/~abkantaoui/MyWork/FishEngine/index.html
* Portfolio: https://perso.limos.fr/~abkantaoui/
*/
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "aquaengine.h"
#include "aquaSDL.h"
int WINDOW[2] = {1000, 700};
#ifdef GRAPHIC_MODE_FOR_THE_ENGINE
bool low_debugmode = false;
bool rotational_debugmode = false;
char *where_fish = "assets/animales2.png";
char *where_background = "assets/cx3t_mc71_230315.jpg";
char *where_predateur = "assets/Whale.png";
SDL_Texture *spriteSheet_Fish = NULL;
SDL_Texture *spriteSheet_Predator = NULL;
#endif
int main() {
srand(time(NULL));
#ifdef GRAPHIC_MODE_FOR_THE_ENGINE
SDL_Renderer* renderer;
// Initialiser SDL
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Erreur lors de l'initialisation de SDL : %s\n", SDL_GetError());
return 1;
}
// Créer la fenêtre
SDL_Window* window = SDL_CreateWindow("Fish Engineoo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW[pX], WINDOW[pY], SDL_WINDOW_SHOWN);
if (window == NULL) {
fprintf(stderr, "Erreur lors de la création de la fenêtre : %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
// Créer le renderer
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL) {
fprintf(stderr, "Erreur lors de la création du renderer : %s\n", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
// Charger le sprite de poisson
SDL_Surface* spriteSurface = IMG_Load(where_fish);//"poisson.png"
SDL_Texture* spriteTexture = SDL_CreateTextureFromSurface(renderer, spriteSurface);
SDL_Surface* spriteSurfacePredator = IMG_Load(where_predateur);
SDL_Texture* spriteTexturePredator = SDL_CreateTextureFromSurface(renderer, spriteSurfacePredator);
if(!low_debugmode)
{
if (spriteSurface == NULL) {
fprintf(stderr, "Erreur lors du chargement du sprite de poisson : %s\n |--> debugMode : ON\n", IMG_GetError());
low_debugmode = true;
}
// Créer la texture du sprit// fmax(peace_time[0] , peace_time[1])*M_PI;e de poisson
if (spriteTexture == NULL) {
fprintf(stderr, "Erreur lors de la création de la texture du sprite de poisson : %s\n |--> debugMode : ON\n", SDL_GetError());
SDL_FreeSurface(spriteSurface);
low_debugmode = true;
}
spriteSheet_Fish = spriteTexture;
// Charger le sprite de shark
if (spriteSurface == NULL) {
fprintf(stderr, "Erreur lors du chargement du sprite de poisson : %s\n |--> debugMode : ON\n", IMG_GetError());
low_debugmode = true;
}
// Créer la texture du sprite de shark
if (spriteTexture == NULL) {
fprintf(stderr, "Erreur lors de la création de la texture du sprite de poisson : %s\n |--> debugMode : ON\n", SDL_GetError());
SDL_FreeSurface(spriteSurface);
low_debugmode = true;
}
spriteSheet_Predator = spriteTexturePredator;
}
SDL_Surface* surface_background = IMG_Load(where_background);
if (surface_background == NULL) {
fprintf(stderr, "surface_background : %s\n--> No background will be loaded\n", IMG_GetError());
}
SDL_Texture* backgroundTexture = SDL_CreateTextureFromSurface(renderer, surface_background);
if (backgroundTexture == NULL) {
fprintf(stderr, "backgroundTexture : %s\n--> No background will be loaded\n", SDL_GetError());
}
SDL_Event event;
#else
void* renderer = NULL;
#endif
Cluster *cluster = malloc(sizeof(Cluster));
Creature *predator = malloc(2 * sizeof(Creature));
if (cluster == NULL) {
fprintf(stderr, "Erreur lors de l'allocation de mémoire pour le cluster\n");
#ifdef GRAPHIC_MODE_FOR_THE_ENGINE
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
#endif
return 1;
}
Initialize_Predator(predator ,NULL);
Initialize_Predator(predator +1 ,predator);
Initialize_Cluster(cluster , predator);
bool quit = false;
while (!quit)
{
#ifdef GRAPHIC_MODE_FOR_THE_ENGINE
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
quit = true;
}
}
// Effacer l'écran
SDL_RenderClear(renderer);
if(!low_debugmode && backgroundTexture) SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
else SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
#endif
if(INITIAL_FISH_NUMBER) AnimateFish(cluster ,renderer ,predator);
AnimatePredator(cluster ,renderer ,predator);
#ifdef GRAPHIC_MODE_FOR_THE_ENGINE
SDL_RenderPresent(renderer);
#endif
}
#ifdef GRAPHIC_MODE_FOR_THE_ENGINE
SDL_DestroyTexture(spriteTexture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_FreeSurface(surface_background);
SDL_Quit();
#endif
Free_Cluster(&cluster);
return 0;
}