Merge remote-tracking branch 'origin/project_developer' into project_tester

This commit is contained in:
Sladoje
2025-11-16 19:58:48 +01:00
6 changed files with 107 additions and 0 deletions
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#include "gamecube.h"
gamecube::gamecube(const Vec3 &pos, Color col)
: position(pos), color(col) {}
void gamecube::Update(float flipSpeed)
{
if (flippingForward)
{
rotation += flipSpeed;
if (rotation >= 180.0f)
{
rotation = 180.0f;
flippingForward = false;
flipped = true;
}
}
else if (flippingBackward)
{
rotation -= flipSpeed;
if (rotation <= 0.0f)
{
rotation = 0.0f;
flippingBackward = false;
flipped = false;
}
}
}
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
bool gamecube::IsFlipped() const { return flipped; }
bool gamecube::IsMatched() const { return matched; }
void gamecube::SetMatched(bool m) { matched = m; }
void gamecube::Draw() const
{
rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
// Matrizen multiplizieren (Translation * Rotation)
auto model = gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix
float f[16];
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY);
else
DrawCube({0,0,0}, 1,1,1, color);
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
rlPopMatrix();
}
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
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//
// Created by bakee on 03.11.2025.
//
#include "gamematrix.h"
#include <cmath>
namespace Matrix3D
{
Mat4 gameMatrix::identity()
{
return {{
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 1.0}
}};
}
Mat4 gameMatrix::matmul(const Mat4& A, const Mat4& B)
{
const int N = 4;
Mat4 result = {};
for (int i = 0; i < N; ++i)
{
for (int j = 0; j < N; ++j)
{
for (int k = 0; k < N; ++k)
{
result[i][j] += A[i][k] * B[k][j];
}
}
}
return result;
}
Mat4 gameMatrix::translate(const Vec3& pos)
{
Mat4 result = identity();
result[0][3] = pos[0]; // x
result[1][3] = pos[1]; // y
result[2][3] = pos[2]; // z
return result;
}
Mat4 gameMatrix::rot3D(double angle_deg, char axis)
{
const double angle_rad = angle_deg * M_PI / 180.0;
Mat4 result = identity();
const double c = std::cos(angle_rad);
const double s = std::sin(angle_rad);
switch (axis)
{
case 'x':
result[1][1] = c; result[1][2] = -s;
result[2][1] = s; result[2][2] = c;
break;
case 'y':
result[0][0] = c; result[0][2] = s;
result[2][0] = -s; result[2][2] = c;
break;
case 'z':
result[0][0] = c; result[0][1] = -s;
result[1][0] = s; result[1][1] = c;
break;
default:
break;
}
return result;
}
Mat4 operator*(const Mat4& A, const Mat4& B)
{
return gameMatrix::matmul(A, B);
}
Vec3 operator*(const Mat4& m, const Vec3& v)
{
Vec4 v_hom = {v[0], v[1], v[2], 1.0};
Vec4 res_hom = {};
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
res_hom[i] += m[i][j] * v_hom[j];
}
}
return {res_hom[0], res_hom[1], res_hom[2]};
}
}
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#include "gamecube.h"
#include <algorithm>
#include <ctime>
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
int main()
{
// Zufall initialisieren
srand(time(NULL));
// Fenster und Kamera
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60);
Camera3D camera{};
camera.position = {6.0f, 6.0f, 6.0f};
camera.target = {0.0f, 0.0f, 0.0f};
camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Nur 3 Farben für 3 Paare
Color colors[] = { RED, GREEN, BLUE };
// 6 Karten-Positionen im 3x2 Raster
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
// Farben doppelt in einen Pool legen und mischen
std::vector<Color> colorPool;
for (int i = 0; i < 3; i++)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
// Fisher-Yates Shuffle mit rand()
for (int i = colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
std::swap(colorPool[i], colorPool[j]);
}
// Karten/Würfel erstellen
std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
cubes.emplace_back(positions[i], colorPool[i]);
gamecube* first = nullptr;
gamecube* second = nullptr;
float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false;
// -----------------------------------------------------------
// Hauptspielschleife
// -----------------------------------------------------------
while (!WindowShouldClose())
{
// Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
{
if (!c.IsFlipped() && !c.IsMatched())
{
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)
c.FlipForward();
}
}
}
// Animation aller Würfel
for (auto &c : cubes)
{
c.Update(flipSpeed);
// Sobald ein Würfel vollständig umgedreht ist → merken
if (c.IsFlipped() && !c.IsMatched())
{
if (!first) first = &c;
else if (!second && &c != first) second = &c;
}
}
// Matching-Logik
if (first && second)
{
Color col1 = first->GetColor();
Color col2 = second->GetColor();
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
{
first->SetMatched(true);
second->SetMatched(true);
}
else
{
first->FlipBackward();
second->FlipBackward();
}
first = second = nullptr;
}
// Gewinnprüfung
if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
// -----------------------------------------------------------
// Zeichnen
// -----------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
for (auto &c : cubes)
c.Draw();
EndMode3D();
if (gameWon)
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}