generated from freudenreichan/Programmieren_3b
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ece490a1b5
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ece490a1b5 | ||
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9e9bb92034 |
No files matched your search
@@ -1,2 +0,0 @@
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.idea
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cmake-build-debug
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+17
-34
@@ -1,52 +1,35 @@
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cmake_minimum_required(VERSION 3.28)
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cmake_minimum_required(VERSION 3.28)
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project(Prog3B)
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project(Prog3B)
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set(EXECUTABLE_NAME Prog3B)
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set(EXECUTABLE_NAME Prog3B)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Default build type
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# Generate compile_commands.json
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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set(CMAKE_CXX_STANDARD 20)
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# Set the default build type if not specified
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if(NOT CMAKE_BUILD_TYPE)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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endif()
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endif()
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# Quell- und Header-Dateien
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set(SRC_FILES
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set(SRC_FILES
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${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
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includes/gamestate.h
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src/seriell.cpp
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)
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)
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#automatisch hinzufügen
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file(GLOB SRC_FILES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp")
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set(INCLUDE_DIRS
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set(INCLUDE_DIRS
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${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/linux
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${CMAKE_CURRENT_LIST_DIR}/raylib
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)
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)
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# Executable erstellen
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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# Include-Verzeichnisse hinzufügen
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
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)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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# Nur noch raylib und systemabhängige Libraries linken
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if (APPLE)
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if(WIN32)
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target_link_libraries(Prog3B "-framework IOKit")
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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target_link_libraries(Prog3B "-framework Cocoa")
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${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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target_link_libraries(Prog3B "-framework OpenGL")
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winmm
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)
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endif()
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# macOS
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if(APPLE)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
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"-framework Cocoa"
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"-framework IOKit"
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"-framework OpenGL"
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)
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endif()
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endif()
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@@ -16,9 +16,4 @@ public:
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// Verschiebung
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// Verschiebung
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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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// 4x4 Einheitsmatrix
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static std::array<std::array<double,4>,4> identity(); // <-- add this
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};
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};
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@@ -1,17 +0,0 @@
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//
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// Created by Anke Bidlingmaier on 08.12.25.
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//
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#pragma once
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#ifndef PROG3B_GAMESTATE_H
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#define PROG3B_GAMESTATE_H
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enum class GameState
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{
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Idle, // kein Würfel offen, Eingabe erlaubt
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OneFlipped, // ein Würfel offen
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CheckingMatch, // zwei Würfel vollständig aufgeklappt, Vergleich läuft
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LockInput // Würfel drehen gerade – Eingabe kurz blockiert
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};
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#endif //PROG3B_GAMESTATE_H
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@@ -1,94 +0,0 @@
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#include <vector>
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#include <chrono>
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#include <iostream>
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#include <omp.h>
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#include <cstdlib>
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#include <ctime>
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// Zufallsmatrizen erzeugen
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void generateRandomMatrices(int n,
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std::vector<std::vector<double>>& A,
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std::vector<std::vector<double>>& B)
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{
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std::srand(static_cast<unsigned int>(std::time(nullptr)));
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A.resize(n, std::vector<double>(n));
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B.resize(n, std::vector<double>(n));
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for (int i = 0; i < n; ++i)
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for (int j = 0; j < n; ++j)
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{
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A[i][j] = static_cast<double>(rand()) / RAND_MAX * 10.0;
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B[i][j] = static_cast<double>(rand()) / RAND_MAX * 10.0;
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}
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}
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// Serielle Matrizenmultiplikation
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std::vector<std::vector<double>> matmul_serial(
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const std::vector<std::vector<double>>& A,
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const std::vector<std::vector<double>>& B)
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{
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int n = A.size();
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int m = B[0].size();
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int p = B.size();
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std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
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for (int i = 0; i < n; ++i)
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for (int j = 0; j < m; ++j)
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for (int k = 0; k < p; ++k)
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C[i][j] += A[i][k] * B[k][j];
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return C;
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}
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// Spaltenparallel (Column-parallel)
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std::vector<std::vector<double>> matmul_column_parallel(
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const std::vector<std::vector<double>>& A,
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const std::vector<std::vector<double>>& B)
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|
||||||
{
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int n = A.size();
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int m = B[0].size();
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int p = B.size();
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std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
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#pragma omp parallel for
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for (int j = 0; j < m; ++j) // Spalten parallel
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for (int i = 0; i < n; ++i)
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for (int k = 0; k < p; ++k)
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C[i][j] += A[i][k] * B[k][j];
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return C;
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}
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// -----------------------------
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|
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int main()
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|
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{
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int N = 500;
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std::vector<std::vector<double>> A, B;
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generateRandomMatrices(N, A, B);
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// Serielle Version
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auto start = std::chrono::steady_clock::now();
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auto C_serial = matmul_serial(A, B);
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auto end = std::chrono::steady_clock::now();
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std::cout << "Serial multiplication took: "
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<< std::chrono::duration<double>(end - start).count() << "s\n";
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// Spaltenparallel
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||||||
start = std::chrono::steady_clock::now();
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auto C_col = matmul_column_parallel(A, B);
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end = std::chrono::steady_clock::now();
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std::cout << "Column-parallel multiplication took: "
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<< std::chrono::duration<double>(end - start).count() << "s\n";
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||||||
// Vergleich
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||||||
for (int i = 0; i < N; ++i)
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for (int j = 0; j < N; ++j)
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||||||
if (C_serial[i][j] != C_col[i][j])
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|
||||||
{
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std::cout << "Mismatch at " << i << "," << j << "\n";
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|
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return 1;
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|
||||||
}
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||||||
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||||||
std::cout << "All results match!\n";
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|
||||||
return 0;
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|
||||||
}
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@@ -1,94 +0,0 @@
|
|||||||
#include <vector>
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|
||||||
#include <chrono>
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||||||
#include <iostream>
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|
||||||
#include <omp.h>
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||||||
#include <cstdlib>
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||||||
#include <ctime>
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||||||
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|
||||||
// Zufallsmatrizen erzeugen
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|
||||||
void generateRandomMatrices(int n,
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std::vector<std::vector<double>>& A,
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||||||
std::vector<std::vector<double>>& B)
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|
||||||
{
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|
||||||
std::srand(static_cast<unsigned int>(std::time(nullptr)));
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A.resize(n, std::vector<double>(n));
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B.resize(n, std::vector<double>(n));
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|
||||||
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|
||||||
for (int i = 0; i < n; ++i)
|
|
||||||
for (int j = 0; j < n; ++j)
|
|
||||||
{
|
|
||||||
A[i][j] = static_cast<double>(rand()) / RAND_MAX * 10.0;
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|
||||||
B[i][j] = static_cast<double>(rand()) / RAND_MAX * 10.0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Serielle Matrizenmultiplikation
|
|
||||||
std::vector<std::vector<double>> matmul_serial(
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|
||||||
const std::vector<std::vector<double>>& A,
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|
||||||
const std::vector<std::vector<double>>& B)
|
|
||||||
{
|
|
||||||
int n = A.size();
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|
||||||
int m = B[0].size();
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||||||
int p = B.size();
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|
||||||
std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
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|
||||||
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|
||||||
for (int i = 0; i < n; ++i)
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||||||
for (int j = 0; j < m; ++j)
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||||||
for (int k = 0; k < p; ++k)
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C[i][j] += A[i][k] * B[k][j];
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return C;
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|
||||||
}
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|
||||||
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|
||||||
// Parallele Zeilenzerlegung
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|
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std::vector<std::vector<double>> matmul_row_parallel(
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|
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const std::vector<std::vector<double>>& A,
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|
||||||
const std::vector<std::vector<double>>& B)
|
|
||||||
{
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|
||||||
int n = A.size();
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|
||||||
int m = B[0].size();
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|
||||||
int p = B.size();
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||||||
std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
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||||||
#pragma omp parallel for
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for (int i = 0; i < n; ++i) // Zeilen parallel
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for (int j = 0; j < m; ++j)
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||||||
for (int k = 0; k < p; ++k)
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C[i][j] += A[i][k] * B[k][j];
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||||||
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return C;
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|
||||||
}
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|
||||||
|
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// -----------------------------
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|
||||||
int main()
|
|
||||||
{
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|
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int N = 500;
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|
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std::vector<std::vector<double>> A, B;
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|
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generateRandomMatrices(N, A, B);
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|
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|
|
||||||
// Serielle Version
|
|
||||||
auto start = std::chrono::steady_clock::now();
|
|
||||||
auto C_serial = matmul_serial(A, B);
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|
||||||
auto end = std::chrono::steady_clock::now();
|
|
||||||
std::cout << "Serial multiplication took: "
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|
||||||
<< std::chrono::duration<double>(end - start).count() << "s\n";
|
|
||||||
|
|
||||||
// Zeilenparallel
|
|
||||||
start = std::chrono::steady_clock::now();
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||||||
auto C_row = matmul_row_parallel(A, B);
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end = std::chrono::steady_clock::now();
|
|
||||||
std::cout << "Row-parallel multiplication took: "
|
|
||||||
<< std::chrono::duration<double>(end - start).count() << "s\n";
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|
||||||
|
|
||||||
// Vergleich
|
|
||||||
for (int i = 0; i < N; ++i)
|
|
||||||
for (int j = 0; j < N; ++j)
|
|
||||||
if (C_serial[i][j] != C_row[i][j])
|
|
||||||
{
|
|
||||||
std::cout << "Mismatch at " << i << "," << j << "\n";
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|
||||||
return 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "All results match!\n";
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 560 KiB |
@@ -1,67 +0,0 @@
|
|||||||
#include <vector>
|
|
||||||
#include <chrono>
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
// Funktion erzeugt zwei Matrizen A und B der Größe n x n mit Zufallswerten
|
|
||||||
void generateRandomMatrices(int n,
|
|
||||||
std::vector<std::vector<double>>& A,
|
|
||||||
std::vector<std::vector<double>>& B,
|
|
||||||
double min_val = 0.0,
|
|
||||||
double max_val = 10.0)
|
|
||||||
{
|
|
||||||
// Zufallsgenerator initialisieren
|
|
||||||
std::srand(static_cast<unsigned int>(std::time(nullptr)));
|
|
||||||
|
|
||||||
A.resize(n, std::vector<double>(n));
|
|
||||||
B.resize(n, std::vector<double>(n));
|
|
||||||
|
|
||||||
for (int i = 0; i < n; ++i)
|
|
||||||
for (int j = 0; j < n; ++j)
|
|
||||||
{
|
|
||||||
double r1 = static_cast<double>(std::rand()) / RAND_MAX; // 0..1
|
|
||||||
double r2 = static_cast<double>(std::rand()) / RAND_MAX; // 0..1
|
|
||||||
A[i][j] = min_val + r1 * (max_val - min_val);
|
|
||||||
B[i][j] = min_val + r2 * (max_val - min_val);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Matrizenmultiplikation
|
|
||||||
std::vector<std::vector<double>> matmul(const std::vector<std::vector<double>>& A,
|
|
||||||
const std::vector<std::vector<double>>& B)
|
|
||||||
{
|
|
||||||
int n = A.size();
|
|
||||||
int m = B[0].size();
|
|
||||||
int p = B.size();
|
|
||||||
|
|
||||||
if (A[0].size() != B.size())
|
|
||||||
throw std::runtime_error("Matrixgrößen passen nicht.");
|
|
||||||
|
|
||||||
std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
|
|
||||||
|
|
||||||
for (int i = 0; i < n; ++i)
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|
||||||
for (int j = 0; j < m; ++j)
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|
||||||
for (int k = 0; k < p; ++k)
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|
||||||
C[i][j] += A[i][k] * B[k][j];
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|
||||||
|
|
||||||
return C;
|
|
||||||
}
|
|
||||||
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
int N = 500; // z.B. 500x500
|
|
||||||
std::vector<std::vector<double>> A, B;
|
|
||||||
|
|
||||||
auto start = std::chrono::steady_clock::now();
|
|
||||||
|
|
||||||
generateRandomMatrices(N, A, B);
|
|
||||||
auto C_serial = matmul(A, B);
|
|
||||||
|
|
||||||
auto end = std::chrono::steady_clock::now();
|
|
||||||
std::chrono::duration<double> diff = end - start;
|
|
||||||
std::cout << "Took: " << diff.count() << "s\n";
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
//
|
|
||||||
// Created by Anke Bidlingmaier on 15.12.25.
|
|
||||||
|
|
||||||
+8
-10
@@ -53,16 +53,6 @@ std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis
|
|||||||
return R;
|
return R;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Einheitsmatrix-Matrix
|
|
||||||
std::array<std::array<double,4>,4> gameMatrix::identity()
|
|
||||||
{
|
|
||||||
std::array<std::array<double,4>,4> I = {0};
|
|
||||||
for (int i = 0; i < 4; ++i)
|
|
||||||
I[i][i] = 1.0;
|
|
||||||
return I;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Translation
|
// Translation
|
||||||
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos)
|
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos)
|
||||||
{
|
{
|
||||||
@@ -75,3 +65,11 @@ std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double
|
|||||||
return T;
|
return T;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Einheitsmatrix-Matrix
|
||||||
|
std::array<std::array<double,4>,4> gameMatrix::identity()
|
||||||
|
{
|
||||||
|
std::array<std::array<double,4>,4> I = {0};
|
||||||
|
for (int i = 0; i < 4; ++i)
|
||||||
|
I[i][i] = 1.0;
|
||||||
|
return I;
|
||||||
|
}
|
||||||
+19
-46
@@ -1,22 +1,12 @@
|
|||||||
#include "gamecube.h"
|
#include "../includes/gamecube.h"
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <ctime>
|
#include <ctime>
|
||||||
#include <vector>
|
|
||||||
#include <iostream>
|
|
||||||
#include "gamestate.h"
|
|
||||||
|
|
||||||
// -----------------------------------------------------------
|
// -----------------------------------------------------------
|
||||||
// 3D Memory Game – Hauptprogramm mit flexibler Paaranzahl
|
// 3D Memory Game – Hauptprogramm
|
||||||
// -----------------------------------------------------------
|
// -----------------------------------------------------------
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// ✅ Schritt 1: Anzahl der Paare eingeben
|
|
||||||
int numPairs;
|
|
||||||
std::cout << "Geben Sie die Anzahl der Paare ein (2-10): ";
|
|
||||||
std::cin >> numPairs;
|
|
||||||
if(numPairs < 2) numPairs = 2;
|
|
||||||
if(numPairs > 10) numPairs = 10;
|
|
||||||
|
|
||||||
// Zufall initialisieren
|
// Zufall initialisieren
|
||||||
srand(time(NULL));
|
srand(time(NULL));
|
||||||
|
|
||||||
@@ -31,50 +21,45 @@ int main()
|
|||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.projection = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
// Farben generieren (maximal 10 Farben)
|
// Nur 3 Farben für 3 Paare
|
||||||
Color baseColors[10] = { RED, GREEN, BLUE, ORANGE, PURPLE, GOLD, PINK, BROWN, SKYBLUE, LIME };
|
Color colors[] = { RED, GREEN, BLUE };
|
||||||
std::vector<Color> colors(baseColors, baseColors + numPairs);
|
|
||||||
|
|
||||||
// Positionen dynamisch berechnen (Raster 3 Spalten)
|
// 6 Karten-Positionen im 3x2 Raster
|
||||||
std::vector<Vec3> positions;
|
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
|
||||||
for (int i = 0; i < numPairs*2; ++i)
|
|
||||||
positions.push_back({ float(i % 3) * 2 - 2, 0, float(i / 3) * 2 - 2 });
|
|
||||||
|
|
||||||
// Farben doppelt in einen Pool legen und mischen
|
// Farben doppelt in einen Pool legen und mischen
|
||||||
std::vector<Color> colorPool;
|
std::vector<Color> colorPool;
|
||||||
for (int i = 0; i < numPairs; i++)
|
for (int i = 0; i < 3; i++)
|
||||||
{
|
{
|
||||||
colorPool.push_back(colors[i]);
|
colorPool.push_back(colors[i]);
|
||||||
colorPool.push_back(colors[i]);
|
colorPool.push_back(colors[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Fisher-Yates Shuffle mit rand()
|
// Fisher-Yates Shuffle mit rand()
|
||||||
for (int i = colorPool.size() - 1; i > 0; --i)
|
for (int i = colorPool.size() - 1; i > 0; --i)
|
||||||
{
|
{
|
||||||
int j = rand() % (i + 1);
|
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
|
||||||
std::swap(colorPool[i], colorPool[j]);
|
std::swap(colorPool[i], colorPool[j]);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Karten/Würfel erstellen
|
// Karten/Würfel erstellen
|
||||||
std::vector<gamecube> cubes;
|
std::vector<gamecube> cubes;
|
||||||
for (int i = 0; i < numPairs*2; i++)
|
for (int i = 0; i < 6; i++)
|
||||||
cubes.emplace_back(positions[i], colorPool[i]);
|
cubes.emplace_back(positions[i], colorPool[i]);
|
||||||
|
|
||||||
gamecube* first = nullptr;
|
gamecube* first = nullptr;
|
||||||
gamecube* second = nullptr;
|
gamecube* second = nullptr;
|
||||||
float flipSpeed = 5.0f;
|
float flipSpeed = 5.0f; // Drehgeschwindigkeit
|
||||||
bool gameWon = false;
|
bool gameWon = false;
|
||||||
GameState state = GameState::Idle;
|
|
||||||
|
|
||||||
|
|
||||||
// -----------------------------------------------------------
|
// -----------------------------------------------------------
|
||||||
// Hauptspielschleife
|
// Hauptspielschleife
|
||||||
// -----------------------------------------------------------
|
// -----------------------------------------------------------
|
||||||
while (!WindowShouldClose())
|
while (!WindowShouldClose())
|
||||||
{
|
{
|
||||||
//Klick-Erkennung
|
// Klick-Erkennung
|
||||||
if (!gameWon && state != GameState::LockInput && state != GameState::CheckingMatch && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||||
{
|
{
|
||||||
|
|
||||||
Vector2 mouse = GetMousePosition();
|
Vector2 mouse = GetMousePosition();
|
||||||
|
|
||||||
for (auto &c : cubes)
|
for (auto &c : cubes)
|
||||||
@@ -83,12 +68,8 @@ int main()
|
|||||||
{
|
{
|
||||||
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
|
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
|
||||||
|
|
||||||
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40) {
|
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
|
||||||
c.FlipForward();
|
c.FlipForward();
|
||||||
state = GameState::OneFlipped;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -104,20 +85,15 @@ int main()
|
|||||||
if (!first) first = &c;
|
if (!first) first = &c;
|
||||||
else if (!second && &c != first) second = &c;
|
else if (!second && &c != first) second = &c;
|
||||||
}
|
}
|
||||||
if (first && second && first->IsFlipped() && second->IsFlipped()) {
|
|
||||||
state = GameState::LockInput;
|
|
||||||
}
|
|
||||||
if (state == GameState::LockInput) {
|
|
||||||
state = GameState::CheckingMatch;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Matching-Logik
|
// Matching-Logik
|
||||||
if (state == GameState::CheckingMatch && first && second)
|
if (first && second)
|
||||||
{
|
{
|
||||||
if (first->GetColor().r == second->GetColor().r &&
|
Color col1 = first->GetColor();
|
||||||
first->GetColor().g == second->GetColor().g &&
|
Color col2 = second->GetColor();
|
||||||
first->GetColor().b == second->GetColor().b)
|
|
||||||
|
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
|
||||||
{
|
{
|
||||||
first->SetMatched(true);
|
first->SetMatched(true);
|
||||||
second->SetMatched(true);
|
second->SetMatched(true);
|
||||||
@@ -129,7 +105,6 @@ int main()
|
|||||||
}
|
}
|
||||||
|
|
||||||
first = second = nullptr;
|
first = second = nullptr;
|
||||||
state = GameState::Idle;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Gewinnprüfung
|
// Gewinnprüfung
|
||||||
@@ -153,8 +128,6 @@ int main()
|
|||||||
else
|
else
|
||||||
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in new issue
Block a user