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9 commits

Author SHA1 Message Date
attilavs2
39a4bd035a Restructuration du projet 2024-10-09 00:18:31 +02:00
attilavs2
19f0a5d022 fx : ajout de sprites 2024-10-08 13:16:05 +02:00
attilavs2
9e1f307d5b Ajout de sprites 2024-10-05 21:48:42 +02:00
attilavs2
8f2be6b456 Refactorisation 2024-10-05 00:56:13 +02:00
attilavs2
e117e19744 fx : dscale_bopti() fonctionel 2024-09-28 22:11:47 +02:00
attilavs2
12df54420b fx : Rendu réparé et début dscale_bopti 2024-09-26 20:47:04 +02:00
attilavs2
950a7b5631 fx : Première version propre 2024-09-26 19:09:33 +02:00
attilavs2
428be25c0e fx : Utilisation de scsp + choix 1b/2b 2024-09-07 12:31:40 +02:00
attilavs2
1429fb29bd fx : port fx ""fonctionel"" 2024-09-07 11:42:56 +02:00
45 changed files with 519 additions and 1031 deletions

1
.gitignore vendored
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@ -1,5 +1,6 @@
# Build files
/build-fx
/build-fxg3a
/build-cg
/build-cg-push
/*.g1a

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@ -4,6 +4,7 @@
cmake_minimum_required(VERSION 3.15)
project(Copy3DEngine LANGUAGES C ASM)
include(GenerateG1A)
include(GenerateG3A)
include(Fxconv)
find_package(Gint 2.9 REQUIRED)
@ -16,26 +17,31 @@ set(AUTHOR "Fcalva")
set(SOURCES
src/main.c
src/moteur.c
src/map.c
# src/opti.S
eng/moteur.c
eng/map.c
eng/sprites.c
)
set(ASSETS
assets-cg/textures/briques0.png
assets-cg/textures/buisson1.png
assets-fx/sprite.png
assets-fx/textures/briques0.png
assets-fx/textures/buisson1.png
)
fxconv_declare_assets(${ASSETS} WITH_METADATA)
add_executable(Copy3DEngine ${SOURCES} ${ASSETS})
target_compile_options(Copy3DEngine PRIVATE -Wall -Wextra -Ofast)
target_include_directories(Copy3DEngine PRIVATE "include/C3D/")
target_compile_definitions(Copy3DEngine PRIVATE NAMEOFGAME="${NAMEOFGAME}" AUTHOR="${AUTHOR}")
target_link_libraries(Copy3DEngine Gint::Gint)
target_link_libraries(Copy3DEngine LibProf::LibProf)
target_link_options(Copy3DEngine PRIVATE -Wl,--print-memory-usage)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
generate_g3a(TARGET Copy3DEngine OUTPUT "${NAMEOFGAME}.g3a"
NAME "${NAMEOFGAME}" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
generate_g1a(TARGET Copy3DEngine OUTPUT ${NAMEOFGAME}".g1a"
NAME ${NAMEOFGAME} ICON assets-fx/icon.png)
else()
generate_g3a(TARGET Copy3DEngine OUTPUT ${NAMEOFGAME}".g3a"
NAME ${NAMEOFGAME} ICONS assets-fx/icon.png assets-fx/icon.png)
endif()

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@ -1,44 +0,0 @@
# Configure with [fxsdk build-fx] or [fxsdk build-cg], which provide the
# toolchain file and module path of the fxSDK
cmake_minimum_required(VERSION 3.15)
project(Copy3DEngine)
include(GenerateG3A)
include(Fxconv)
find_package(Gint 2.9 REQUIRED)
find_package(LibProf 2.1 REQUIRED)
# le nom de votre jeu
set(NAMEOFGAME "Amogus")
# Nom de l'auteur -> votre nom/pseudo
set(AUTHOR "Fcalva")
set(SOURCES
src/main.c
src/moteur.c
src/map.c
)
set(ASSETS
assets-cg/textures/0.png
assets-cg/textures/1.png
assets-cg/textures/2.png
assets-cg/textures/3.png
assets-cg/textures/4.png
assets-cg/textures/rick.png
)
fxconv_declare_assets(${ASSETS} WITH_METADATA)
add_executable(Copy3DEngine ${SOURCES} ${ASSETS})
target_compile_options(Copy3DEngine PRIVATE -Wall -Wextra -Ofast -fira-region=all -flto -fno-math-errno -funsafe-math-optimizations -fassociative-math -freciprocal-math)
target_compile_definitions(Copy3DEngine PRIVATE NAMEOFGAME="${NAMEOFGAME}" AUTHOR="${AUTHOR}")
target_link_libraries(Copy3DEngine Gint::Gint)
target_link_libraries(Copy3DEngine LibProf::LibProf)
target_link_options(Copy3DEngine PRIVATE -Wl,--print-memory-usage,-flto)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
generate_g3a(TARGET Copy3DEngine OUTPUT "${NAMEOFGAME}.g3a"
NAME "${NAMEOFGAME}" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
endif()

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@ -1,5 +0,0 @@
# Amogus
### Mogus
Sus

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@ -1,6 +0,0 @@
zombard1.png:
type: bopti-image
name: zombard
skybox0.png:
type: bopti-image
name: skybox_quarter

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@ -1,19 +0,0 @@
0.png:
type: bopti-image
name: frame0
1.png:
type: bopti-image
name: frame1
2.png:
type: bopti-image
name: frame2
3.png:
type: bopti-image
name: frame3
4.png:
type: bopti-image
name: frame4
rick.png:
type: bopti-image
name: rick

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@ -1,87 +0,0 @@
//---
// fixed: 16:16 fixed-point arithmetic
//---
//vient de https://gitea.planet-casio.com/Slyvtt/OutRun/src/branch/master/src
//
#pragma once
#include <stdint.h>
typedef int32_t fixed_t;
/* Standard arithmetic. */
static inline fixed_t fmul(fixed_t left, fixed_t right)
{
/* Generally optimized by the compiler to use dmuls.l and xtrct */
int64_t p = (int64_t)left * (int64_t)right;
return (int32_t)(p >> 16);
}
static inline fixed_t fdiv(fixed_t left, fixed_t right)
{
/* Pretty slow */
int64_t d = (int64_t)left << 16;
return d / right;
}
#define fix(x) ((int)((x) * 65536))
static inline fixed_t fixdouble(double constant)
{
return (fixed_t)(constant * 65536);
}
static inline fixed_t fixfloat(float constant)
{
return (fixed_t)(constant * 65536);
}
static inline fixed_t fdec(fixed_t f)
{
return f & 0xffff;
}
static inline int ffloor(fixed_t f)
{
return f >> 16;
}
static inline int fceil(fixed_t f)
{
return (f + 0xffff) >> 16;
}
static inline int fround(fixed_t f)
{
return (f + 0x8000) >> 16;
}
static inline float f2float(fixed_t f)
{
return (float)f / 65536;
}
static inline double f2double(fixed_t f)
{
return (double)f / 65536;
}
static inline double f2int(fixed_t f)
{
return (int)f / 65536;
}
static inline fixed_t feasein(fixed_t x)
{
return fmul(x, x);
}
static inline fixed_t fease(fixed_t x)
{
if(x <= fix(0.5)) {
return 2 * fmul(x, x);
}
else {
x = fix(1) - x;
return fix(1) - 2 * fmul(x, x);
}
}

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@ -1,166 +0,0 @@
#include <stdlib.h>
#include <math.h>
#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/image.h>
#include <libprof.h>
#include "fixed.h"
#include "moteur.h"
#include "map.h"
//====== Copy3DEngine =====
// Git du moteur : https://gitea.planet-casio.com/Fcalva/Copy3DEngine
// Git du jeu : [Rajoutez le vôtre ici]
//
// Page du jeu : [La vôtre ici]
//
// Voir README.md pour license précise, par Fcalva et est sous GPLv3
//
//
#ifndef FXCG50
#error Ce code est pour FXCG50/G90+E uniquement, enlevez ce message a vos riques et périls
#endif
//#define debug //pour afficher les infos de debug
image_t *tex_index[TINDEX_S];
extern char map_test[map_w][map_h];
//Vos images ici
extern image_t frame0;
extern image_t frame1;
extern image_t frame2;
extern image_t frame3;
extern image_t frame4;
extern image_t rick;
char exit_game = 0;
char disp_frame_time = 0;
char first_frame = 0;
int frame_time_timer = 1;
fixed_t posX;
fixed_t posY;
fixed_t dirX;
fixed_t dirY;
fixed_t planeX;
fixed_t planeY;
int frame_time = 1;
void keys_get(){
pollevent();
move();
if (keydown(KEY_F1) && frame_time_timer <= 0) {
if (disp_frame_time == 0) {
disp_frame_time = 1;
frame_time_timer = 10;
}
else {
disp_frame_time = 0;
frame_time_timer = 10;
}
}
frame_time_timer--;
if (keydown(KEY_EXIT)) exit_game = 1;
#ifdef debug
if (keydown(KEY_TAN)) end_screen();
#endif
}
void main_menu(){
//dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, NAMEOFGAME, -1);
//dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De " AUTHOR, -1);
dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
dupdate();
getkey();
}
int main(){
dclear(C_WHITE);
//trucs de chargement
load_map();
image_t *frame_buffer = image_create_vram();
extern image_t *tex_index[TINDEX_S];
tex_index[1] = &frame0;
tex_index[2] = &rick;
//Vos textures générées procéduralement
tex_index[0] = image_alloc(64, 64, IMAGE_RGB565);
tex_index[3] = image_alloc(64, 64, IMAGE_RGB565);
image_fill(tex_index[0], 0x4228);
image_fill(tex_index[3], 0x9dbd);
prof_init();
int anim_timer = 0;
while (!exit_game) {
prof_t frame = prof_make();
prof_enter(frame);
drect(0, 0, 395, 112, 0x9dbd);
drect(0,112, 395, 243, 0x4228);
switch((anim_timer/62)%5){
case 0: tex_index[1] = &frame0; break;
case 1: tex_index[1] = &frame1; break;
case 2: tex_index[1] = &frame2; break;
case 3: tex_index[1] = &frame3; break;
case 4: tex_index[1] = &frame4; break;
}
draw_walls(frame_buffer);
if(first_frame == 1){
main_menu();
}
keys_get();
if (disp_frame_time == 1) dprint( 1, 10, C_BLACK, "Frame time : %d ms", frame_time);
#ifdef debug
dprint( 1, 20, C_BLACK, "planeX : %d", planeX);
dprint( 1, 30, C_BLACK, "planeY : %d", planeY);
dprint( 1, 40, C_BLACK, "dirX : %d", dirX);
dprint( 1, 50, C_BLACK, "dirY : %d", dirY);
dprint( 1, 60, C_BLACK, "posX : %d", posX);
dprint( 1, 70, C_BLACK, "posY : %d", posY);
#endif
dupdate();
prof_leave(frame);
frame_time = (int)prof_time(frame)/1000;
first_frame = 0;
anim_timer += frame_time;
}
prof_quit();
//Libérez vos textures générées procéduralement
image_free(tex_index[0]);
image_free(tex_index[3]);
return 1;
}

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@ -1,71 +0,0 @@
// Voir README.md pour license précise, par Fcalva 1011-1011 et est sous GPLv1
#include "map.h"
#include "moteur.h"
char map_test[map_w][map_h] = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,1,1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,0,1,0,0,1,0,1,1,1,0,1,0,1,1,0,1,0,1,0,0,0,1,1,1,0,0,0,0,0,1,0,1,1,0,1,0,1,0,0,1,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,1,0,0,0,1,1,0,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,1,1,1,0,0,1,0,1,0,1,1,0,1,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,1,0,1,0,0,1,1,0,0,1,0,1,0,0,0,1,0,0,1,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,1,1,0,0,0,2,0,0,0,1,1,0,1,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,1,0,0,0,0,1,0,1,0,0,1,0,0,0,0,1,1,0,0,0,1,0,0,0,1,1,1,1,0,1,1,1,0,1,0,0,0,1,1,0,1,1,1,0,0,1,1,1,0,0,0,0,0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,1,0,0,0,2,0,0,0,0,0,1,0,0,1,1,1,1,1,1,0,0,0,1,1,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,1,0,0,1,0,0,0,0,0,0,0,1,0,1,0,1,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,1,0,0,2,0,2,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,0,0,1,0,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,1,0,1,0,0,0,0,0,1,1,1,1,0,1,0,0,0,1,1,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,1,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,1,1,0,1,1,0,0,0,1,0,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,1,1,1,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,0,1,1,1,1,1,1,1,0,0,1,1,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,1,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,1,0,0,0,0,1,0,1,0,0,1,0,1,0,0,1,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,1,1,1,0,1,0,1,0,0,0,1,0,1,0,1,0,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,0,1,0,0,1,0,0,1,1,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,0,0,1,0,1,0,0,1,1,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,1,1,1,1,1,1,1,0,1,1,0,1,0,0,1,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,0,1,0,1,0,0,0,1,0,0,1,0,0,1,1,0,0,1,0,1,0,1,0,0,0,1,0,1,0,1,1,1,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,1,0,1,1,0,1,0,1,0,1,0,1,1,1,0,1,1,0,0,0,1,1,1,1,0,1,0,0,0,1,0,0,1,0,1,0,1,0,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,1,0,1,0,1,1,0,0,0,0,0,1,0,1,0,1,1,0,0,0,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1},
{1,1,1,0,0,0,0,1,1,0,1,0,0,0,1,0,0,0,0,1,0,1,0,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,0,0,1,0,1,0,1,1,0,0,0,1,0,1,0,1,0,1,1,0,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,1,0,1,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0,0,1,1},
{1,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,1,0,0,1,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,0,0,1,1,0,1,0,0,1,1,1,1,0,0,0,0,1,0,0,1},
{1,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,1},
{1,0,0,1,0,0,1,1,1,0,0,0,1,0,1,0,0,0,1,0,0,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,0,0,1,0,1,0,1,0,1,1,1,0,0,1,0,1,0,1,0,1,1,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,1,0,0,1,0,0,0,1,0,1},
{1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,1,0,1,0,0,0,0,1,1,0,0,1,0,1,0,1,1,0,0,1,0,0,0,0,1,1,0,1,0,1,0,0,0,1},
{1,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0,0,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,0,0,1,0,0,1,0,1,1,1,0,0,0,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,0,0,0,0,0,0,0,1,0,1,0,1,1,0,0,0,1,0,0,0,0,0,0,1,0,1,0,1},
{1,0,0,1,0,0,1,0,0,1,0,1,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,0,0,0,0,0,0,1,1,0,1,0,1,1,1,1,0,1,0,1},
{1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,1,0,1,0,1,0,0,0,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0,0,0,0,0,1,0,1},
{1,0,0,1,0,0,1,0,0,1,1,1,1,0,1,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,1,1,0,1,1,1,1,0,1,0,1,1,1,0,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,0,0,1,0,1,0,0,1,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,0,1,1,1,1,1,1},
{1,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,1,0,1,0,1,0,0,0,0,0,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,0,0,1,0,0,1,0,1,1,1,1,1,1,1,0,0,1,1,1,0,1,0,1,0,1,0,0,1,0,0,0,1},
{1,0,0,1,0,0,0,0,1,0,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,0,1,1,0,1,1,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,1},
{1,1,0,0,1,0,0,0,1,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,1,0,1},
{1,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,1,0,1,1,0,1,1,0,1,1,0,1,0,0,0,1,1,0,1,0,1,0,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,0,0,0,1,0,0,1,1,0,1,1,1,1,1,1,1,0,0,0,1,1,1,0,1,0,0,1,0,0,0,1,0,0,1},
{1,0,0,0,0,0,1,0,0,0,1,1,0,0,0,1,0,0,1,1,0,1,0,1,1,0,1,1,0,1,1,0,1,1,1,1,0,0,0,0,1,1,0,0,1,0,1,1,0,0,0,1,1,1,0,1,0,1,1,0,0,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,0,1,0,0,1,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,1},
{1,0,0,1,1,0,0,0,1,0,1,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,0,0,1,0,0,0,0,0,1,1},
{1,0,0,0,1,0,1,0,1,0,1,0,1,1,0,0,0,0,0,1,0,1,0,1,1,0,1,1,0,1,1,0,1,0,1,1,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,1,0,1,0,1,0,1,0,1,0,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,1,0,1,1},
{1,0,1,0,0,0,0,0,1,0,1,0,1,0,0,1,1,1,0,0,0,0,0,1,1,0,1,1,0,1,1,0,1,0,0,1,0,0,0,1,1,1,1,0,1,0,1,0,0,0,1,0,0,1,0,1,0,1,0,0,0,1,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,1,0,0,1,0,0,0,0,0,1,1,0,1,1,0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,1},
{1,0,1,1,0,1,0,1,1,0,1,0,1,0,1,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,0,0,0,1,0,1,0,1,0,0,1,0,0,0,1,0,1,0,1,0,0,1,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,1,1,1,0,0,0,1,0,1,0,0,0,1,1,0,0,1,1,0,1,0,0,0,1,1,0,1,1,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,1,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};

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@ -1,325 +0,0 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <gint/display.h>
#include <gint/keyboard.h>
#include <libprof.h>
#include "fixed.h"
#include "moteur.h"
#include "map.h"
// moteur.c :
// ici se trouvent tout ce qui concerne les graphismes, mouvement et collisions
//
//
void move() {
extern int frame_time;
fixed_t moveSpeed = fmul(fix(frame_time), 0x148); //frame_time * fix(carrés/seconde/1000) là carrés/seconde = 5
fixed_t rotSpeed = fmul(fix(frame_time), 0x83); //frame_time * fix(radians/seconde/1000) là radians/seconde = 2
fixed_t c_rotSpeed = fix(cos(f2float(rotSpeed)));
fixed_t s_rotSpeed = fix(sin(f2float(rotSpeed)));
extern char map_test[map_w][map_h];
extern fixed_t planeX;
extern fixed_t planeY;
extern fixed_t dirX;
extern fixed_t dirY;
extern fixed_t posX;
extern fixed_t posY;
fixed_t oldDirX;
fixed_t oldPlaneX;
int xtemp1;
int ytemp1;
int xtemp2;
int ytemp2;
if (keydown(KEY_UP)) {
xtemp1 = f2int(posX + fmul(dirX, moveSpeed));
ytemp1 = f2int(posY);
xtemp2 = f2int(posX);
ytemp2 = f2int(posY + fmul(dirY, moveSpeed));
if(map_test[xtemp1][ytemp1] == 0) posX += fmul(dirX, moveSpeed);
if(map_test[xtemp2][ytemp2] == 0) posY += fmul(dirY, moveSpeed);
}
//move backwards if no wall behind you
if (keydown(KEY_DOWN)) {
xtemp1 = f2int(posX - fmul(dirX, moveSpeed));
ytemp1 = f2int(posY);
xtemp2 = f2int(posX);
ytemp2 = f2int(posY - fmul(dirY, moveSpeed));
if(map_test[xtemp1][ytemp1] == 0) posX -= fmul(dirX, moveSpeed);
if(map_test[xtemp2][ytemp2] == 0) posY -= fmul(dirY, moveSpeed);
}
//rotate to the rightdouble sin_rotspeed;
if (keydown(KEY_RIGHT)) {
//both camera direction and camera plane must be rotated
oldDirX = dirX;
dirX = (fmul(dirX, c_rotSpeed)+1) - (fmul(dirY, -s_rotSpeed)+1);
dirY = (fmul(oldDirX, -s_rotSpeed)+1) + (fmul(dirY, c_rotSpeed)+1);
oldPlaneX = planeX;
planeX = (fmul(planeX, c_rotSpeed)+1) - (fmul(planeY, -s_rotSpeed)+1);
planeY = (fmul(oldPlaneX, -s_rotSpeed)+1) + (fmul(planeY, c_rotSpeed)+1);
}
//rotate to the left
if (keydown(KEY_LEFT)) {
//both camera direction and camera plane must be rotated
oldDirX = dirX;
dirX = (fmul(dirX, c_rotSpeed)-1) - (fmul(dirY, s_rotSpeed)-1);
dirY = (fmul(oldDirX, s_rotSpeed)+1) + (fmul(dirY, c_rotSpeed)+1);
oldPlaneX = planeX;
planeX = (fmul(planeX, c_rotSpeed)-1) - (fmul(planeY, s_rotSpeed) - 1);
planeY = (fmul(oldPlaneX, s_rotSpeed)+1) + (fmul(planeY, c_rotSpeed) + 1);
}
if (dirX > 0xFFFF) dirX = 0xFFFF;
if (dirY > 0xFFFF) dirY = 0xFFFF;
if (dirX < -0xFFFF) dirX = -0xFFFF;
if (dirY < -0xFFFF) dirY = -0xFFFF;
}
void spawn_gen(){
extern fixed_t posX;
extern fixed_t posY;
extern fixed_t dirX;
extern fixed_t dirY;
extern fixed_t planeX;
extern fixed_t planeY;
extern char map_test[map_w][map_h];
int seed, seed_x, seed_y;
int SeedSeed;
time_t timeN;
time(&timeN);
SeedSeed = timeN;
srand(SeedSeed);
while(1){
seed = rand() * 0.5 + rand() * 0.5;
seed_x = seed & 0b1111111;
seed_y = (seed >> 8) & 0b111111;
if (seed_x < map_w && seed_y < map_h && (seed_x < 111 && seed_y > 15)){
if(map_test[seed_x][seed_y] == 0){
break;
}
}
}
fixed_t start_dirX, start_dirY;
int dirSeed = (seed >> 9) & 0b11 ;
switch(dirSeed){
case 0: {
start_dirX = 0x0;
start_dirY = 0xFFFF;
planeX = fix(0.66);
planeY = 0;
break;
}
case 1: {
start_dirX = 0xFFFF;
start_dirY = 0x0;
planeX = 0;
planeY = fix(-0.66);
break;
}
case 2: {
start_dirX = -0xFFFF;
start_dirY = 0x0;
planeX = 0;
planeY = fix(0.66);
break;
}
case 3: {
start_dirX = 0x0;
start_dirY = -0xFFFF;
planeX = fix(-0.66);
planeY = 0;
break;
}
default : {
start_dirX = 0xFFFF;
start_dirY = 0x0;
planeX = 0;
planeY = fix(-0.66);
break;
}
}
posX = fix(seed_x) + 0x7FFF;
posY = fix(seed_y) + 0x7FFF; //x and y start position
dirX = start_dirX;
dirY = start_dirY; //initial direction vector
}
void load_map(){
spawn_gen();
}
void draw_walls(image_t *frame_buffer){
extern fixed_t posX;
extern fixed_t posY;
extern fixed_t dirX;
extern fixed_t dirY;
extern fixed_t planeX;
extern fixed_t planeY;
extern image_t *tex_index[TINDEX_S];
extern char map_test[map_w][map_h];
fixed_t cameraX;
fixed_t rayDirX;
fixed_t rayDirY;
fixed_t sideDistX;//length of ray from current position to next x or y-side
fixed_t sideDistY;
fixed_t deltaDistX;
fixed_t deltaDistY;
fixed_t perpWallDist;
fixed_t texSize;
int x;
int mapX;
int mapY;
int stepX; //what direction to step in x or y-direction (either +1 or -1)
int stepY;
int side; //was a NS or a EW wall hit?
int lineHeight;
int texX;
int texSample;
int texSampleY;
int v_offset = 0; //(int)(sin(f2int(posX + posY)) * 5); //a raffiner un peu
fixed_t h_offset = 0; //fix(sin(f2int(posX - posY)) * 0.01);
struct image_linear_map temp;
for(x = 0; x < viewport_w; x++) {
//calculate ray position and direction
cameraX = fdiv(fix(x*2), fix(viewport_w)) - 0xFFFF + h_offset; //x-coordinate in camera space
rayDirX = dirX + fmul(planeX, cameraX);
rayDirY = dirY + fmul(planeY, cameraX);
//which box of the map we're in
mapX = f2int(posX);
mapY = f2int(posY);
// length of ray from one x or y-side to next x or y-side
// these are derived as:
// deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
// deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
// which can be simplified to abs(|rayDir| / rayDirX) and abs(|rayDir| / rayDirY)
// where |rayDir| is the length of the vector (rayDirX, rayDirY). Its length,
// unlike (dirX, dirY) is not 1, however this does not matter, only the
// ratio between deltaDistX and deltaDistY matters, due to the way the DDA
// stepping further below works. So the values can be computed as below.
// Division through zero is prevented, even though technically that's not
// needed in C++ with IEEE 754 floating point values.
// Fcalva : removed the 0 div prevention
deltaDistX = abs(fdiv(0xFFFF, rayDirX));
deltaDistY = abs(fdiv(0xFFFF, rayDirY));
//calculate step and initial sideDist
if (rayDirX < 0) {
stepX = -1;
sideDistX = fmul(posX - fix(mapX), deltaDistX);
}
else {
stepX = 1;
sideDistX = fmul( fix(mapX + 1) - posX, deltaDistX);
}
if (rayDirY == 0) {
stepY = 0;
sideDistY = 0;
}
else if (rayDirY < 0) {
stepY = -1;
sideDistY = fmul(posY - fix(mapY), deltaDistY);
}
else {
stepY = 1;
sideDistY = fmul( fix(mapY + 1) - posY, deltaDistY);
}
//perform DDA
while(true) {
//Check if the ray is out of range/bounds
if (sideDistX >= max_dist || sideDistY >= max_dist || mapX < 0 || mapY < 0 || mapX >= map_w || mapY >= map_h) {
break;
}
//Otherwise check if ray has hit a wall
else if (map_test[mapX][mapY] > 0) {
break;
}
//jump to next map square, either in x-direction, or in y-direction
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
}
else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
}
//Calculate distance projected on camera direction. This is the shortest distance from the point where the wall is
//hit to the camera plane. Euclidean to center camera point would give fisheye effect!
//This can be computed as (mapX - posX + (1 - stepX) / 2) / rayDirX for side == 0, or same formula with Y
//for size == 1, but can be simplified to the code below thanks to how sideDist and deltaDist are computed:
//because they were left scaled to |rayDir|. sideDist is the entire length of the ray above after the multiple
//steps, but we subtract deltaDist once because one step more into the wall was taken above.
if (side == 0) perpWallDist = (sideDistX - deltaDistX);
else perpWallDist = (sideDistY - deltaDistY);
//texturing calculations
//int texNum = test_map[mapX][mapY] - 1; //a voir plus tard
//calculate value of wallX
fixed_t wallX; //where exactly the wall was hit
if (side == 0) wallX = posY + fmul(perpWallDist, rayDirY);
else wallX = posX + fmul(perpWallDist, rayDirX);
wallX -= fix(floor(f2int(wallX)));
//x coordinate on the texture
texX = fmul(wallX, 64);
texX = texX % 64;
if(side == 0 && rayDirX > 0) texX = 64 - texX - 1;
if(side == 1 && rayDirY < 0) texX = 64 - texX - 1;
lineHeight = f2int(fdiv(fix(viewport_h), perpWallDist)); //Taille en px de la ligne
if (lineHeight < 1) lineHeight = 1;
//if (lineHeight > viewport_h) lineHeight = viewport_h - 1;
fixed_t texSize = fix(lineHeight) / 64; //taille proportionelle de la ligne a la tex
if (texSize < 0x400) texSize = 0x400; //0x400 = 1/64 * 2^16
if (texSize > 0x3D000) { //0x3D000 = 3.8125 * 2^16, 3.8125 = viewport_h/64
texSample = fceil(fdiv(fix(viewport_h), texSize));
texSampleY = 32 - (int)texSample * 0.5;
}
else {
texSample = 64;
texSampleY = 0;
}
image_t texStripe;
texStripe = *image_sub(tex_index[map_test[mapX][mapY]], texX, texSampleY, 1, texSample);
image_scale(&texStripe, 0xFFFF, texSize, &temp);
image_linear(&texStripe, image_at(frame_buffer, x, (int)(viewport_h * 0.5 - lineHeight * 0.5) + v_offset), &temp);
}
}

View file

@ -1,22 +0,0 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#ifndef moteur_h
#define moteur_h
#include <gint/image.h>
//param. graphiques
#define screen_w 396
#define screen_h 224
#define viewport_w 396
#define viewport_h 224
#define max_dist 0x1FFFFF //en tuiles << 16, actuellement 32
#define TINDEX_S 256
void load_map();
void end_screen();
void draw_walls(image_t *frame_buffer);
void move();
#endif /* moteur */

View file

@ -1,6 +0,0 @@
zombard1.png:
type: bopti-image
name: zombard
skybox0.png:
type: bopti-image
name: skybox_quarter

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@ -0,0 +1,4 @@
sprite.png:
type: bopti-image
name: sprite_tst
profile: gray_alpha

BIN
assets-fx/icon.png Normal file

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assets-fx/sprite.png Normal file

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@ -1,9 +1,11 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#include <stdint.h>
#include "map.h"
#include "moteur.h"
char map_test[map_w][map_h] = {
uint8_t __attribute__((section(".rodata"))) map_test[map_w][map_h] = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,1,1,1,1,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,0,1,0,0,1,0,1,1,1,0,1,0,1,1,0,1,0,1,0,0,0,1,1,1,0,0,0,0,0,1,0,1,1,0,2,0,2,0,0,2,0,0,0,0,2,0,0,2,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},

View file

@ -2,38 +2,41 @@
#include <math.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include <time.h>
#include <gint/display.h>
#include <gint/display-fx.h>
#include <gint/keyboard.h>
#include <gint/gray.h>
#include <libprof.h>
#include "fixed.h"
#include "gint/display-cg.h"
#include "moteur.h"
#include "map.h"
#include "game.h"
#include "config.h"
// moteur.c :
// ici se trouvent tout ce qui concerne les graphismes, mouvement et collisions
//
//
void move() {
//1D zbuf for sprites
fixed_t zbuf[viewport_w];
void move(RcGame *game) {
extern int frame_time;
fixed_t moveSpeed = fmul(fix(frame_time), 0x148); //frame_time * fix(carrés/seconde/1000) là carrés/seconde = 5
fixed_t rotSpeed = fmul(fix(frame_time), 0x83); //frame_time * fix(radians/seconde/1000) là radians/seconde = 2
fixed_t c_rotSpeed = fix(cos(f2float(rotSpeed)));
fixed_t s_rotSpeed = fix(sin(f2float(rotSpeed)));
extern char map_test[map_w][map_h];
extern fixed_t planeX;
extern fixed_t planeY;
extern fixed_t dirX;
extern fixed_t dirY;
extern fixed_t posX;
extern fixed_t posY;
uint8_t *map_test = game->current_map;
V2d *plane = &game->player.plane;
V2d *dir = &game->player.dir;
V2d *pos = &game->player.pos;
fixed_t oldDirX;
fixed_t oldPlaneX;
@ -43,176 +46,182 @@ void move() {
int ytemp2;
if (keydown(KEY_UP)) {
xtemp1 = f2int(posX + fmul(dirX, moveSpeed) - 0xF);
ytemp1 = f2int(posY);
xtemp2 = f2int(posX);
ytemp2 = f2int(posY + fmul(dirY, moveSpeed) - 0xF);
xtemp1 = ffloor(pos->x + fmul(dir->x, moveSpeed));
ytemp1 = ffloor(pos->y);
xtemp2 = ffloor(pos->x);
ytemp2 = ffloor(pos->y + fmul(dir->y, moveSpeed));
if(map_test[xtemp1][ytemp1] == 0) posX += fmul(dirX, moveSpeed);
if(map_test[xtemp2][ytemp2] == 0) posY += fmul(dirY, moveSpeed);
if(!map_test[xtemp1*map_w+ytemp1])
pos->x += fmul(dir->x, moveSpeed);
if(!map_test[xtemp2*map_w+ytemp2])
pos->y += fmul(dir->y, moveSpeed);
}
//move backwards if no wall behind you
if (keydown(KEY_DOWN)) {
xtemp1 = f2int(posX - fmul(dirX, moveSpeed) + 0xF);
ytemp1 = f2int(posY);
xtemp2 = f2int(posX);
ytemp2 = f2int(posY - fmul(dirY, moveSpeed) + 0xF);
xtemp1 = ffloor(pos->x - fmul(dir->x, moveSpeed));
ytemp1 = ffloor(pos->y);
xtemp2 = ffloor(pos->x);
ytemp2 = ffloor(pos->y - fmul(dir->y, moveSpeed));
if(map_test[xtemp1][ytemp1] == 0) posX -= fmul(dirX, moveSpeed);
if(map_test[xtemp2][ytemp2] == 0) posY -= fmul(dirY, moveSpeed);
if(!map_test[xtemp1*map_w+ytemp1])
pos->x -= fmul(dir->x, moveSpeed);
if(!map_test[xtemp2*map_w+ytemp2])
pos->y -= fmul(dir->y, moveSpeed);
}
//rotate to the rightdouble sin_rotspeed;
//rotate to the right
if (keydown(KEY_RIGHT)) {
//both camera direction and camera plane must be rotated
oldDirX = dirX;
dirX = (fmul(dirX, c_rotSpeed)+1) - (fmul(dirY, -s_rotSpeed)+1);
dirY = (fmul(oldDirX, -s_rotSpeed)+1) + (fmul(dirY, c_rotSpeed)+1);
oldPlaneX = planeX;
planeX = (fmul(planeX, c_rotSpeed)+1) - (fmul(planeY, -s_rotSpeed)+1);
planeY = (fmul(oldPlaneX, -s_rotSpeed)+1) + (fmul(planeY, c_rotSpeed)+1);
oldDirX = dir->x;
dir->x = (fmul(dir->x, c_rotSpeed)+1) - (fmul(dir->y, -s_rotSpeed)+1);
dir->y = (fmul(oldDirX, -s_rotSpeed)+1) + (fmul(dir->y, c_rotSpeed)+1);
oldPlaneX = plane->x;
plane->x = (fmul(plane->x, c_rotSpeed)+1) - (fmul(plane->y, -s_rotSpeed)+1);
plane->y = (fmul(oldPlaneX, -s_rotSpeed)+1) + (fmul(plane->y, c_rotSpeed)+1);
}
//rotate to the left
if (keydown(KEY_LEFT)) {
//both camera direction and camera plane must be rotated
oldDirX = dirX;
dirX = (fmul(dirX, c_rotSpeed)-1) - (fmul(dirY, s_rotSpeed)-1);
dirY = (fmul(oldDirX, s_rotSpeed)+1) + (fmul(dirY, c_rotSpeed)+1);
oldPlaneX = planeX;
planeX = (fmul(planeX, c_rotSpeed)-1) - (fmul(planeY, s_rotSpeed) - 1);
planeY = (fmul(oldPlaneX, s_rotSpeed)+1) + (fmul(planeY, c_rotSpeed) + 1);
oldDirX = dir->x;
dir->x = (fmul(dir->x, c_rotSpeed)-1) - (fmul(dir->y, s_rotSpeed)-1);
dir->y = (fmul(oldDirX, s_rotSpeed)+1) + (fmul(dir->y, c_rotSpeed)+1);
oldPlaneX = plane->x;
plane->x = (fmul(plane->x, c_rotSpeed)-1) - (fmul(plane->y, s_rotSpeed) - 1);
plane->y = (fmul(oldPlaneX, s_rotSpeed)+1) + (fmul(plane->y, c_rotSpeed) + 1);
}
if (dirX > 0xFFFF) dirX = 0xFFFF;
if (dirY > 0xFFFF) dirY = 0xFFFF;
if (dirX < -0xFFFF) dirX = -0xFFFF;
if (dirY < -0xFFFF) dirY = -0xFFFF;
}
void spawn_gen(){
extern fixed_t posX;
extern fixed_t posY;
extern fixed_t dirX;
extern fixed_t dirY;
extern fixed_t planeX;
extern fixed_t planeY;
extern char map_test[map_w][map_h];
int seed, seed_x, seed_y;
int SeedSeed;
time_t timeN;
time(&timeN);
SeedSeed = timeN;
srand(SeedSeed);
while(1){
seed = rand() * 0.5 + rand() * 0.5;
seed_x = seed & 0b1111111;
seed_y = (seed >> 8) & 0b111111;
if (seed_x < map_w && seed_y < map_h && (seed_x < 111 && seed_y > 15)){
if(map_test[seed_x][seed_y] == 0){
break;
}
}
}
fixed_t start_dirX, start_dirY;
int dirSeed = (seed >> 9) & 0b11 ;
switch(dirSeed){
case 0: {
start_dirX = 0x0;
start_dirY = 0xFFFF;
planeX = fix(0.66);
planeY = 0;
break;
}
case 1: {
start_dirX = 0xFFFF;
start_dirY = 0x0;
planeX = 0;
planeY = fix(-0.66);
break;
}
case 2: {
start_dirX = -0xFFFF;
start_dirY = 0x0;
planeX = 0;
planeY = fix(0.66);
break;
}
case 3: {
start_dirX = 0x0;
start_dirY = -0xFFFF;
planeX = fix(-0.66);
planeY = 0;
break;
}
default : {
start_dirX = 0xFFFF;
start_dirY = 0x0;
planeX = 0;
planeY = fix(-0.66);
break;
}
}
posX = fix(seed_x) + 0x7FFF;
posY = fix(seed_y) + 0x7FFF; //x and y start position
dirX = start_dirX;
dirY = start_dirY; //initial direction vector
if (dir->x > 0xFFFF) dir->x = 0xFFFF;
if (dir->y > 0xFFFF) dir->y = 0xFFFF;
if (dir->x < -0xFFFF) dir->x = -0xFFFF;
if (dir->y < -0xFFFF) dir->y = -0xFFFF;
}
void load_map(){
spawn_gen();
}
#if asm_opti
#else
inline void __attribute__((always_inline)) draw_stripe(image_t *tex, int texSampleY,
int linePos, fixed_t texSize, int texX, int x){
fixed_t screenPos = fix(linePos);
uint32_t texDat = (uint32_t)tex->data + 2*texX;
register int vramSize asm("r2") = 396;
register int oneConst asm("r12");
asm("mov #-1, r12\n"
"extu.w r12, r12"
: "=r" (oneConst)
: "r" (oneConst)
);
register int maxConst asm("r13") = viewport_w*viewport_h;
for(int texPos = texSampleY; texPos < 64; ++texPos){
if(screenPos >= -texSize){
int vrampos = ffloor(screenPos)*vramSize+x;
fixed_t oldPos = screenPos;
int16_t pix = *(int16_t*)texDat;
//Fonction fournie par le grand Lephé :D
inline int __attribute__((always_inline))
get_pixel(bopti_image_t const *img, int u, int v)
{
int layers = image_layer_count(img->profile);
int columns = (img->width + 31) >> 5;
uint32_t const *layer_ptr = (void *)img->data;
layer_ptr += (v * columns + (u >> 5)) * layers;
uint32_t mask = 0x80000000u >> (u & 31);
int light = (layer_ptr[0] & mask) != 0;
int dark = (layer_ptr[1] & mask) != 0;
int alpha = 0;
if(layers > 2){
alpha = !(layer_ptr[2] & mask);
}
return (alpha << 2) + (dark << 1) + light;
}
uint32_t *light, *dark;
//Version simplifiée de gpixel dans gint/src/gray/gpixel.c
//Tout le crédit revient à Lephé
inline void __attribute__((always_inline))
cust_dpixel(int x, int y, color_t color){
if(y >= viewport_h || y < 0)
return;
int offset = (y << 2) + (x >> 5);
uint32_t mask = 1 << (~x & 31);
switch(color){
case C_WHITE:
light[offset] &= ~mask;
dark [offset] &= ~mask;
break;
case C_LIGHT:
light[offset] |= mask;
dark [offset] &= ~mask;
break;
case C_DARK:
light[offset] &= ~mask;
dark [offset] |= mask;
break;
case C_BLACK:
light[offset] |= mask;
dark [offset] |= mask;
break;
case C_NONE:
break;
default: break;
}
}
void dscale_bopti(bopti_image_t *tex, fixed_t scale_x, fixed_t scale_y, int x, int y){
dgray_getvram(&light,&dark);
fixed_t screen_y = fix(y);
fixed_t tex_y = 0;
do{
fixed_t oldy = screen_y;
if(screen_y < 0 || screen_y+scale_x > viewport_h)
return;
do{
fixed_t screen_x = fix(x);
fixed_t tex_x = 0;
do{
fixed_t oldx = screen_x;
int tpix = get_pixel(tex, tex_x, tex_y);
if(screen_x < 0 || screen_x+scale_x > viewport_w)
return;
do{
gint_vram[vrampos] = pix;
vrampos += vramSize;
oldPos += oneConst;
if(vrampos >= maxConst)
return;
}while(oldPos < screenPos+texSize);
cust_dpixel(ffloor(oldx), ffloor(oldy), tpix);
oldx += 0xFFFF;
} while(oldx < screen_x+scale_x);
screen_x += scale_x;
tex_x++;
} while(tex_x < tex->width);
oldy += 0xFFFF;
} while(oldy < screen_y+scale_y);
screen_y += scale_y;
tex_y++;
} while(tex_y < tex->height);
}
inline void __attribute__((always_inline))
draw_stripe(bopti_image_t *tex, int texSampleY, int linePos, fixed_t texSize,
int texX, int x){
fixed_t screenPos = fix(linePos);
for(int texPos = texSampleY; texPos < TSIZE; ++texPos){
if(screenPos >= 0){
fixed_t oldPos = screenPos;
int tpix = get_pixel(tex, texX, texPos);
do{
oldPos += 0xFFFF;
cust_dpixel(x, fround(oldPos), tpix);
} while(oldPos < screenPos+texSize);
}
screenPos += texSize;
texDat += tex->stride;
}
}
#endif
void draw_walls(
#if debug
EngineTimers *timers
EngineTimers *timers,
#endif
RcGame *game
){
extern fixed_t posX;
extern fixed_t posY;
extern fixed_t dirX;
extern fixed_t dirY;
extern fixed_t planeX;
extern fixed_t planeY;
extern image_t *tex_index[TINDEX_S];
extern char map_test[map_w][map_h];
fixed_t posX = game->player.pos.x;
fixed_t posY = game->player.pos.y;
fixed_t dirX = game->player.dir.x;
fixed_t dirY = game->player.dir.y;
fixed_t planeX = game->player.plane.x;
fixed_t planeY = game->player.plane.y;
extern bopti_image_t *tex_index[TINDEX_S];
uint8_t *map_test = game->current_map;
fixed_t cameraX;
fixed_t rayDirX;
@ -235,10 +244,12 @@ void draw_walls(
int texSample;
int texSampleY;
int v_offset = 0; //(int)(sin(f2int(posX + posY)) * 5); //a raffiner un peu
fixed_t h_offset = 0; //fix(sin(f2int(posX - posY)) * 0.01);
dgray_getvram(&light,&dark);
struct image_linear_map temp;
int v_offset = 0;
fixed_t h_offset = 0;
//struct image_linear_map temp;
for(x = 0; x < viewport_w; x++) {
#if debug
@ -251,10 +262,9 @@ void draw_walls(
rayDirX = dirX + fmul(planeX, cameraX);
rayDirY = dirY + fmul(planeY, cameraX);
//which box of the map we're in
mapX = f2int(posX);
mapY = f2int(posY);
mapX = ffloor(posX);
mapY = ffloor(posY);
// length of ray from one x or y-side to next x or y-side
// these are derived as:
@ -274,6 +284,8 @@ void draw_walls(
deltaDistX = abs(fdiv(0xFFFF, rayDirX));
deltaDistY = abs(fdiv(0xFFFF, rayDirY));
if(deltaDistX > max_dist) deltaDistX = max_dist;
if(deltaDistY > max_dist) deltaDistY = max_dist;
//calculate step and initial sideDist
if (rayDirX < 0) {
@ -300,11 +312,11 @@ void draw_walls(
//perform DDA
while(true) {
//Check if the ray is out of range/bounds
if (sideDistX >= max_dist || sideDistY >= max_dist || mapX < 0 || mapY < 0 || mapX >= map_w || mapY >= map_h) {
if (sideDistX >= max_dist || sideDistY >= max_dist || mapX < 0 || mapY < 0 || mapY >= map_w || mapX >= map_h) {
break;
}
//Otherwise check if ray has hit a wall
if (map_test[mapX][mapY] > 0) {
if (map_test[mapX*map_w+mapY] > 0) {
break;
}
//jump to next map square, either in x-direction, or in y-direction
@ -329,6 +341,8 @@ void draw_walls(
if (side == 0) perpWallDist = (sideDistX - deltaDistX);
else perpWallDist = (sideDistY - deltaDistY);
zbuf[x] = perpWallDist;
#if debug
prof_leave(timers->raycast_time);
prof_enter(timers->draw_time);
@ -340,35 +354,38 @@ void draw_walls(
fixed_t wallX; //where exactly the wall was hit
if (side == 0) wallX = posY + fmul(perpWallDist, rayDirY);
else wallX = posX + fmul(perpWallDist, rayDirX);
wallX -= fix(floor(f2int(wallX)));
wallX -= fix(ffloor(wallX));
//x coordinate on the texture
texX = fmul(wallX, 64);
texX = texX % 64;
texX = fmul(wallX, TSIZE);
texX %= TSIZE;
if(side == 0 && rayDirX > 0) texX = 64 - texX - 1;
if(side == 1 && rayDirY < 0) texX = 64 - texX - 1;
lineHeight = f2int(fdiv(fix(viewport_h), perpWallDist)); //Taille en px de la ligne
lineHeight = ffloor(fdiv(fix(viewport_h), perpWallDist)); //Taille en px de la ligne
if (lineHeight < 1) lineHeight = 1;
//if (lineHeight > viewport_h) lineHeight = viewport_h - 1;
fixed_t texSize = fix(lineHeight) / 64; //taille proportionelle de la ligne a la tex
if (texSize < 0x400) texSize = 0x400; //0x400 = 1/64 * 2^16
if (texSize > 0x3D000) { //0x3D000 = 3.8125 * 2^16, 3.8125 = viewport_h/64
fixed_t texSize = fix(lineHeight) / TSIZE; //taille proportionelle de la ligne a la tex
if (texSize < fix(1.0/(float)TSIZE)) texSize = fix(1.0/(float)TSIZE);
if (texSize > fix((float)viewport_h/(float)TSIZE)) {
texSample = fceil(fdiv(fix(viewport_h), texSize));
texSampleY = 32 - texSample/2;
texSampleY = TSIZE/2 - texSample/2;
}
else {
texSample = 64;
texSample = TSIZE;
texSampleY = 0;
}
int linePos = viewport_h/2 - lineHeight/2;
image_t *tex = tex_index[map_test[mapX][mapY]];
bopti_image_t *tex = tex_index[map_test[mapX*map_w+mapY]];
draw_stripe(tex, texSampleY, linePos, texSize, texX, x);
//dline(x, linePos, x, linePos + lineHeight, 1);
draw_stripe(tex, texSampleY, linePos,
texSize, texX, x);
#if debug
prof_leave(timers->draw_time);

122
eng/sprites.c Normal file
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@ -0,0 +1,122 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#include <gint/display.h>
#include <gint/keyboard.h>
#include <stdlib.h>
#include <string.h>
#include "game.h"
#include "sprites.h"
#include "moteur.h"
#include "config.h"
#include "fixed.h"
#include "utils.h"
extern fixed_t zbuf[viewport_w];
int spritec;
Sprite *sprite_index[SINDEX_S];
void add_sprite(Sprite *sprite){
if(spritec >= SINDEX_S)
return;
sprite_index[spritec++] = sprite;
}
void clear_sprites(){
spritec = 0;
}
void remove_sprite(GUNUSED Sprite *sprite){
//TODO
}
//Lodev's sprite projection, translated
void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player){
V2d relpos = sprite->pos;
relpos.x -= player->pos.x;
relpos.y -= player->pos.y;
fixed_t idet = fmul(player->plane.x, player->dir.y) -
fmul(player->dir.x, player->plane.y);
idet = idet ? fdiv(fix(1), idet):0;
fixed_t tx = fmul(idet, fmul(player->dir.y, relpos.x) -
fmul(player->dir.x, relpos.y));
fixed_t ty = fmul(idet, fmul(-player->plane.y, relpos.x) +
fmul(player->plane.x, relpos.y));
fixed_t txtydiv = ty ? fdiv(tx, ty):0;
int screen_x = ffloor(fmul(fix(viewport_w/2),(fix(1) + txtydiv)));
int sprite_h = ffloor(fixabs(fdiv(fix(viewport_h),ty)));
int sprite_pos_y = -sprite_h / 2 + viewport_h / 2;
if(sprite_pos_y < 0)
sprite_pos_y = 0;
int sprite_pos_x = -sprite_h / 2 + screen_x;
if(sprite_pos_x < 0)
sprite_pos_x = 0;
int sprite_end_x = sprite_h / 2 + screen_x;
if(sprite_end_x > viewport_w)
sprite_end_x = viewport_w;
int sprite_w = sprite_h;
if(sprite_pos_x + sprite_h > viewport_w)
sprite_h = viewport_w - sprite_pos_x;
if(sprite_pos_y + sprite_w > viewport_h)
sprite_w = viewport_h - sprite_pos_y;
if(sprite_pos_x + sprite_h < 0 || sprite_pos_x > viewport_w)
return;
fixed_t sprite_size = fdiv(fix(sprite_w), fix(TSIZE));
for(int x = sprite_pos_x; x < sprite_end_x; x++){
if(ty < 0 || x < 0 || ty > zbuf[x])
continue;
if(x > viewport_w)
break;
int tex_x = ffloor((x-sprite_pos_x) * fdiv(fix(TSIZE), fix(sprite_w)));
tex_x %= TSIZE;
draw_stripe(tex_index[4], 0, sprite_pos_y, sprite_size, tex_x, x);
}
}
struct SpriteDist{
fixed_t dist;
int id;
};
int sprite_cmpfnc(const void *p1, const void *p2){
return ((struct SpriteDist*)p2)->dist - ((struct SpriteDist*)p1)->dist;
}
void draw_sprites(bopti_image_t *tex_index[], RcActor *player){
struct SpriteDist dists[SINDEX_S];
memset(dists, 0, sizeof(struct SpriteDist)*SINDEX_S);
for(int i = 0; i < spritec; i++){
Sprite *spr = sprite_index[i];
fixed_t d = player->pos.x - spr->pos.x;
d = fmul(d,d);
d += fmul(player->pos.y - spr->pos.y,player->pos.y - spr->pos.y);
dists[i].dist = d;
dists[i].id = i;
}
qsort(dists, SINDEX_S, sizeof(struct SpriteDist), &sprite_cmpfnc);
int msprite = min(spritec,max_sprites);
for(int i = msprite; i > 0; i--){
struct SpriteDist *sd = &dists[i];
Sprite *spr = sprite_index[sd->id];
if(sd->dist > max_dist)
continue;
project_sprite(tex_index, spr, player);
}
}

21
include/C3D/config.h Normal file
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@ -0,0 +1,21 @@
#pragma once
//param. graphiques
#define screen_w 128
#define screen_h 64
#define viewport_w 128
#define viewport_h 64
#define max_dist fix(32)
//Max sprites to attempt to render
#define max_sprites 16
#define TSIZE 32
//Tex index
#define TINDEX_S 16
//Sprite index
#define SINDEX_S 64
#define debug 1 //pour afficher les infos de debug
#define asm_opti 0

View file

@ -4,8 +4,11 @@
//vient de https://gitea.planet-casio.com/Slyvtt/OutRun/src/branch/master/src
//
#pragma once
#include <stdint.h>
#include "config.h"
typedef int32_t fixed_t;
/* Standard arithmetic. */
@ -69,11 +72,6 @@ static inline double f2double(fixed_t f)
return (double)f / 65536;
}
static inline double f2int(fixed_t f)
{
return (int)f / 65536;
}
static inline fixed_t feasein(fixed_t x)
{
return fmul(x, x);
@ -90,6 +88,10 @@ static inline fixed_t fease(fixed_t x)
}
}
static inline fixed_t fixabs(fixed_t x){
return x & 0x7FFFFFFF;
}
static inline fixed_t fV2d_dotp(V2d u, V2d v){
return fmul(u.x,v.x) + fmul(u.y,v.y);
}

25
include/C3D/game.h Normal file
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@ -0,0 +1,25 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#ifndef game__h
#define game__h
#include "utils.h"
#include "map.h"
typedef struct {
V2d pos;
V2d dir;
V2d plane;
} RcActor;
typedef struct {
RcActor player;
uint8_t *current_map;
} RcGame;
#endif

View file

@ -1,12 +1,16 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#include "fixed.h"
#ifndef map_test_M
#define map_test_M
#ifndef map__h
#define map__h
typedef struct {
} RcMap;
//! Attention à avoir *exactement* la même taille entre ces valeurs et la carte dans map.c !
#define map_w 64
#define map_h 128
#endif /* map_test.h */
#endif /* map__h */

36
include/C3D/moteur.h Normal file
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@ -0,0 +1,36 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#ifndef moteur_h
#define moteur_h
#include <libprof.h>
#include <gint/display.h>
#include "fixed.h"
#include "game.h"
#include "config.h"
typedef struct {
prof_t raycast_time;
prof_t draw_time;
} EngineTimers;
int get_pixel(bopti_image_t const *tex, int u, int v);
void dscale_bopti(bopti_image_t *tex, fixed_t scale_x, fixed_t scale_y,
int x, int y);
void draw_stripe(bopti_image_t *tex, int texSampleY, int linePos,
fixed_t texSize, int texX, int x);
void load_map();
void draw_walls(
#if debug
EngineTimers *timers,
#endif
RcGame *game
);
void move(RcGame *game);
#endif /* moteur */

25
include/C3D/sprites.h Normal file
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@ -0,0 +1,25 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#ifndef sprites__h
#define sprites__h
#include "utils.h"
#include "fixed.h"
#include "game.h"
#include <gint/display.h>
typedef struct {
V2d pos;
int tex;
} Sprite;
//Adds the sprite reference to the internal sprite index
// /!\ This sprite reference may be used at every call of draw_sprites
void add_sprite(Sprite *sprite);
void clear_sprites();
void draw_sprites(bopti_image_t *tex_index[], RcActor *player);
#endif

10
include/C3D/utils.h Normal file
View file

@ -0,0 +1,10 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#ifndef utils__h
#define utils__h
#include <stdint.h>
#define min(x, xmin) (x > xmin ? xmin:x)
#endif

View file

@ -1,20 +1,26 @@
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include <math.h>
#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/image.h>
#include <gint/gray.h>
#include <gint/dma.h>
#include <gint/gdb.h>
#include <libprof.h>
#include "fixed.h"
#include "game.h"
#include "moteur.h"
#include "map.h"
#include "config.h"
#include "sprites.h"
//====== Copy3DEngine =====
// Git du moteur : https://gitea.planet-casio.com/Fcalva/Copy3DEngine
// Git du moteur : https://git.planet-casio.com/Fcalva/Copy3DEngine
// Git du jeu : [Rajoutez le vôtre ici]
//
// Page du jeu : [La vôtre ici]
@ -23,37 +29,36 @@
//
//
#ifndef FXCG50
#error Ce code est pour FXCG50/G90+E uniquement, enlevez ce message a vos riques et périls
#endif
bopti_image_t *tex_index[TINDEX_S];
image_t *tex_index[TINDEX_S];
extern char map_test[map_w][map_h];
extern uint8_t map_test[map_w][map_h];
//Vos images ici
extern image_t briques0;
extern image_t buisson0;
extern bopti_image_t briques0;
extern bopti_image_t buisson0;
extern bopti_image_t sprite_tst;
char exit_game = 0;
char disp_frame_time = 0;
char first_frame = 0;
int frame_time_timer = 1;
fixed_t posX;
fixed_t posY;
fixed_t dirX;
fixed_t dirY;
fixed_t planeX;
fixed_t planeY;
RcGame game = {
.player = {
.pos = {fix(3.1), fix(3.1)},
.dir = {fix(0), fix(1)},
.plane = {fix(0.66), fix(0)}
},
.current_map = (void*)&map_test
};
int frame_time = 1;
void keys_get(){
pollevent();
move();
move(&game);
if (keydown(KEY_F1) && frame_time_timer <= 0) {
if (disp_frame_time == 0) {
@ -74,8 +79,8 @@ void keys_get(){
}
void main_menu(){
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Demo 3D", -1);
dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De Fcalva", -1);
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, NAMEOFGAME, -1);
dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De "AUTHOR, -1);
dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
dupdate();
@ -89,33 +94,41 @@ int main(){
load_map();
extern image_t *tex_index[TINDEX_S];
tex_index[1] = &buisson0;
tex_index[2] = &briques0;
//Vos textures générées procéduralement
//Vos textures générées procéduralement (TODO)
tex_index[0] = image_alloc(64, 64, IMAGE_RGB565);
tex_index[3] = image_alloc(64, 64, IMAGE_RGB565);
tex_index[0] = &briques0;
tex_index[3] = &briques0;
image_fill(tex_index[0], 0x4228);
image_fill(tex_index[3], 0x9dbd);
tex_index[4] = &sprite_tst;
prof_init();
if(dgray(DGRAY_ON))
goto c3d_abort;
dupdate();
dclear(0);
#if debug
EngineTimers timers;
//gdb_start_on_exception();
#endif
Sprite tsprite = {
.pos = {200000, 300000},
.tex = 4
};
add_sprite(&tsprite);
while (!exit_game) {
prof_t frame = prof_make();
prof_enter(frame);
//Big brain drect()
dma_memset(gint_vram, 0x9dbd9dbd, viewport_w*viewport_h);
dma_memset((void*)((uint32_t)gint_vram + viewport_w*viewport_h),
0xc4c9c4c9, viewport_w*viewport_h);
dclear(C_WHITE);
if(first_frame){
main_menu();
@ -125,21 +138,20 @@ int main(){
draw_walls(
#if debug
&timers
&timers,
#endif
&game
);
if (disp_frame_time == 1) dprint( 1, 10, C_BLACK, "Frame time : %d ms", frame_time);
draw_sprites(tex_index, &game.player);
if (disp_frame_time == 1) dprint( 0, 0, C_BLACK, "%d ms", frame_time);
#if debug
dprint( 1, 20, C_BLACK, "planeX : %d", planeX);
dprint( 1, 30, C_BLACK, "planeY : %d", planeY);
dprint( 1, 40, C_BLACK, "dirX : %d", dirX);
dprint( 1, 50, C_BLACK, "dirY : %d", dirY);
dprint( 1, 60, C_BLACK, "posX : %d", posX);
dprint( 1, 70, C_BLACK, "posY : %d", posY);
dprint( 1, 80, C_BLACK, "Raycast time : %d", prof_time(timers.raycast_time));
dprint( 1, 90, C_BLACK, "Draw time : %d", prof_time(timers.draw_time));
dprint( 1, 27, C_BLACK, "pX %d", game.player.pos.x);
dprint( 1, 36, C_BLACK, "pY %d", game.player.pos.y);
dprint( 1, 9, C_BLACK, "Rct %d", prof_time(timers.raycast_time));
dprint( 1, 18, C_BLACK, "Dt %d", prof_time(timers.draw_time));
timers.raycast_time = prof_make();
timers.draw_time = prof_make();
#endif
@ -150,12 +162,16 @@ int main(){
first_frame = 0;
}
c3d_abort:
dgray(DGRAY_OFF);
prof_quit();
//Libérez vos textures générées procéduralement
image_free(tex_index[0]);
image_free(tex_index[3]);
//bopti_free(tex_index[0]);
//bopti_free(tex_index[3]);
return 1;
}

View file

@ -1,12 +0,0 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#include "fixed.h"
#ifndef map_test_M
#define map_test_M
//! Attention à avoir *exactement* la même taille entre ces valeurs et la carte dans map.c !
#define map_w 64
#define map_h 128
#endif /* map_test.h */

View file

@ -1,40 +0,0 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#ifndef moteur_h
#define moteur_h
#include "libprof.h"
#include <gint/image.h>
//param. graphiques
#define screen_w 396
#define screen_h 224
#define viewport_w 396
#define viewport_h 224
#define max_dist fix(32) //en tuiles << 16, actuellement 32
#define TINDEX_S 256
#define debug 0 //pour afficher les infos de debug
#define asm_opti 0
typedef struct {
prof_t raycast_time;
prof_t draw_time;
} EngineTimers;
void draw_stripe(image_t *tex, int texSampleY, int linePos, fixed_t texSize, int texX, int x);
void load_map();
void end_screen();
void draw_walls(
#if debug
EngineTimers *timers
#endif
);
void move();
#endif /* moteur */