Allegro 5.0.10 problem

I used to do some allegro programming a few years ago in the 4th version, I recently came back to c++ and I wanted to try my luck on a simple particle system which would draw around 100 squares for 100 frames and then they would die out and more would appear, at least that's the plan.

I made the code by reading some of the new documentation however, all I get is a white screen and nothing happens, in my output I receive a lot of "cannot find pdb file". (I can't copy as the output itself, with my topic, goes over the post limit).
Which, based on what everyone says, it isn't a problem, the debugger simply doesn't find some files, this is my code :

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#include <allegro5\allegro.h>
#include <allegro5\allegro_primitives.h>
#include <allegro5\allegro_font.h>
#include <allegro5\allegro_ttf.h>
#include <iostream>
#include <math.h>

const int WIDTH = 800;
const int HEIGHT = 600;
const float GRAVITY = 2;

struct Particle
{
	float x;
	float x2;
	float y;
	float y2;
	int dirX;
	int dirY;
	int velX;
	int velY;
	int lifeTime;
	bool life;
};

void initParticle(Particle particle[], int numParticles);
void startParticle(Particle particle[], int spawnX, int spawnY, int numParticles);
void updateParticles(Particle particle[], int numParticles);
void drawParticles(Particle particle[],int numParticles);
void randomizeDirection(Particle particle[], int numParticles);
double angleToTarget(double x1, double y1, double x2, double y2);

int main()
{
	srand(time(NULL));
	bool done = false;
	bool render = false;
	float gameTime = 0;
	int frames = 0;
	int gameFPS = 0;
	int spawnX = 0;
	int spawnY = 0;
	

	const int numParticles = 200;

	Particle particles[numParticles];

	ALLEGRO_DISPLAY *display = NULL;
	ALLEGRO_EVENT_QUEUE *event_queue = NULL;
	ALLEGRO_TIMER *timer;
	ALLEGRO_FONT *font = NULL;

	if(!al_init())
		return -1;

	display = al_create_display(WIDTH, HEIGHT);

	if(!display)
		return -1;
	al_init_font_addon();
	al_init_ttf_addon();
	al_init_primitives_addon();
	al_install_mouse();

	font = al_load_font("arial.ttf", 18, 0);

	event_queue = al_create_event_queue();
	timer = al_create_timer(1.0/60);

		initParticle(particles, numParticles);	

	al_register_event_source(event_queue, al_get_timer_event_source(timer));
	al_register_event_source(event_queue, al_get_mouse_event_source());

	al_start_timer(timer);
	gameTime = al_current_time();

	while(!done)
	{
		ALLEGRO_EVENT ev;
		al_wait_for_event(event_queue, &ev);

				startParticle(particles, spawnX, spawnY, numParticles);

		if(ev.type == ALLEGRO_EVENT_MOUSE_AXES)
		{
			spawnX = ev.mouse.x;
			spawnY = ev.mouse.y;

		}
		else if (ev.type = ALLEGRO_EVENT_TIMER)
		{
			render = true;
			frames++;
			if(al_current_time() - gameTime >= 1)
			{
				gameTime = al_current_time();
				gameFPS = frames;
				frames = 0;
			}
			randomizeDirection(particles, numParticles);

				updateParticles(particles, numParticles);

			

		}


		if(render && al_is_event_queue_empty(event_queue))
		{
			render = false;

				drawParticles(particles, numParticles);

			al_draw_textf(font, al_map_rgb(255,0,255), 5,5,0,"FPS : %i", gameFPS);

			al_flip_display();
			al_clear_to_color(al_map_rgb(0,0,0));


		}
	}
	al_destroy_font(font);
	al_destroy_event_queue(event_queue);
	al_destroy_display(display);

	return 0;
}

void initParticle(Particle particle[], int numParticles)
{
	for(int i = 0; i < numParticles; i++)
	{
	particle[i].lifeTime = 0;
	particle[i].life = false;
	particle[i].dirY = (rand() % 4) + 1;
	particle[i].dirX = (rand() % 3) + 1;
	}
}

void startParticle(Particle particle[], int spawnX, int spawnY, int numParticles)
{
	for(int i = 0; i < numParticles; i++)
	{
		if(rand() % 500 == 0)
		{
			if(!particle[i].life)
			{
				particle[i].life = true;
	if(rand() % 2 == 1)
	particle[i].x = spawnX + (rand() % 5) + 1;
	else
	particle[i].x = spawnX - (rand() % 5) + 1;

	if(rand() % 2 == 1)
	particle[i].y = spawnY + (rand() % 5) + 1;
	else
	particle[i].y = spawnY - (rand() % 5) + 1;

		if(rand() % 2 == 1)
	particle[i].x2 =((rand() % 10) + 2) + particle[i].x;

	if(rand() % 2 == 1)
	particle[i].y2 = ((rand() % 10) + 2) + particle[i].y;
			}
		}
	}

}

void updateParticles(Particle particle[], int numParticles)
{
	for(int i = 0; i < numParticles; i++)
	{
	if(particle[i].lifeTime != 100)
	{
	particle[i].x += particle[i].velX;
	particle[i].y += particle[i].velY;
	particle[i].lifeTime++;
		if(particle[i].x <= 0 || particle[i].x2 >= WIDTH)
		{
			particle[i].velX *= -1;
		}
		if(particle[i].y <= 0 || particle[i].y2 >= HEIGHT)
		{
			particle[i].velY *= -1;
		}
		

	} else
	{
		particle[i].life = false;
	}
	}

}

void drawParticles(Particle particle[], int numParticles)
{
	for(int i = 0; i < numParticles; i++)
	{
		if(particle[i].life != false)
		{
	if(particle[i].lifeTime != 100)
			{
	al_draw_filled_rectangle(particle[i].x, particle[i].y, particle[i].x2, particle[i].y2,al_map_rgb(250,250,250));
			}
		}
	}

}
	
void randomizeDirection(Particle particle[], int numParticles)
{
	for(int i = 0; i < numParticles ; i++)
	{
		float dvx = 0;
		float dvy = 0;
		for (int j = 0; j < numParticles; j++)
		{
			if(i != j)
			{
				float angle = angleToTarget(particle[i].x, particle[i].y, particle[j].x, particle[j].y);

				dvx -= (GRAVITY * cos(angle)) / 1000;
				dvy -= (GRAVITY * sin(angle)) / 1000;
			}
		}
		
	}
}
double angleToTarget(double x1,double y1,double x2,double y2)
{
    double deltaX = (x2-x1);
    double deltaY = (y2-y1);
    return atan2(deltaY,deltaX);
}


I am sure I am making many mistakes even if it would run it would need a lot of tweaks so I m not really interested in being told how to properly make the particles aligned etc ( though, if you have tips I'd be happy to hear them) At the moment I'm mostly interested to get this to run, if you guys can help me figure it out it would be great.

Thank you for reading this.

*Edit: I have found one problem as I did not have the font in the folder of the project, fixed that, now I have black screen with a while screen square on the top left which is 1/4 of the screen, nothing happens, print shows that the loop works and the events are seen
Last edited on
I have ended up fighting the the problem is caused by the method :

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void randomizeDirection(Particle particle[], int numParticles)
{
	for(int i = 0; i < numParticles ; i++)
	{
		float dvx = 0;
		float dvy = 0;
		for (int j = 0; j < numParticles; j++)
		{
			if(i != j)
			{
				float angle = angleToTarget(particle[i].x, particle[i].y, particle[j].x, particle[j].y);

				dvx += (GRAVITY * cos(angle)) / 1000;
				dvy += (GRAVITY * sin(angle)) / 1000;
			}
		}
		particle[i].dirX += dvx;
		particle[i].dirY += dvy;
		
	}
}
But I can't find a way to fix it, any help?
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