Merge remote-tracking branch 'origin/project_developer' into project_tester
This commit is contained in:
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#include "gamecube.h"
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gamecube::gamecube(const Vec3 &pos, Color col)
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: position(pos), color(col) {}
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void gamecube::Update(float flipSpeed)
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{
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if (flippingForward)
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{
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rotation += flipSpeed;
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if (rotation >= 180.0f)
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{
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rotation = 180.0f;
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flippingForward = false;
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flipped = true;
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}
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}
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else if (flippingBackward)
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{
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rotation -= flipSpeed;
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if (rotation <= 0.0f)
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{
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rotation = 0.0f;
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flippingBackward = false;
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flipped = false;
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}
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}
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}
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void gamecube::FlipForward() { flippingForward = true; }
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void gamecube::FlipBackward() { flippingBackward = true; }
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bool gamecube::IsFlipped() const { return flipped; }
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bool gamecube::IsMatched() const { return matched; }
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void gamecube::SetMatched(bool m) { matched = m; }
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void gamecube::Draw() const
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{
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rlPushMatrix();
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// Matrizen für Rotation und Translation erzeugen
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auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = gameMatrix::rot3D(rotation, 'y');
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// Matrizen multiplizieren (Translation * Rotation)
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auto model = gameMatrix::matmul(matrix_a, matrix_b);
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// transform for raylib matrix
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float f[16];
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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f[j * 4 + i] = model[i][j];
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rlMultMatrixf(f);
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if (rotation < 90.0f)
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DrawCube({0,0,0}, 1,1,1, GRAY);
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else
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DrawCube({0,0,0}, 1,1,1, color);
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DrawCubeWires({0,0,0}, 1,1,1, BLACK);
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rlPopMatrix();
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}
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Vec3 gamecube::GetPosition() const { return position; }
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float gamecube::GetRotationY() const { return rotation; }
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@@ -0,0 +1,97 @@
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//
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// Created by bakee on 03.11.2025.
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//
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#include "gamematrix.h"
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#include <cmath>
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namespace Matrix3D
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{
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Mat4 gameMatrix::identity()
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{
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return {{
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{1.0, 0.0, 0.0, 0.0},
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{0.0, 1.0, 0.0, 0.0},
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{0.0, 0.0, 1.0, 0.0},
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{0.0, 0.0, 0.0, 1.0}
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}};
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}
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Mat4 gameMatrix::matmul(const Mat4& A, const Mat4& B)
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{
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const int N = 4;
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Mat4 result = {};
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for (int i = 0; i < N; ++i)
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{
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for (int j = 0; j < N; ++j)
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{
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for (int k = 0; k < N; ++k)
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{
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result[i][j] += A[i][k] * B[k][j];
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}
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}
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}
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return result;
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}
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Mat4 gameMatrix::translate(const Vec3& pos)
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{
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Mat4 result = identity();
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result[0][3] = pos[0]; // x
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result[1][3] = pos[1]; // y
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result[2][3] = pos[2]; // z
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return result;
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}
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Mat4 gameMatrix::rot3D(double angle_deg, char axis)
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{
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const double angle_rad = angle_deg * M_PI / 180.0;
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Mat4 result = identity();
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const double c = std::cos(angle_rad);
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const double s = std::sin(angle_rad);
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switch (axis)
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{
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case 'x':
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result[1][1] = c; result[1][2] = -s;
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result[2][1] = s; result[2][2] = c;
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break;
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case 'y':
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result[0][0] = c; result[0][2] = s;
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result[2][0] = -s; result[2][2] = c;
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break;
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case 'z':
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result[0][0] = c; result[0][1] = -s;
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result[1][0] = s; result[1][1] = c;
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break;
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default:
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break;
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}
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return result;
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}
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Mat4 operator*(const Mat4& A, const Mat4& B)
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{
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return gameMatrix::matmul(A, B);
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}
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Vec3 operator*(const Mat4& m, const Vec3& v)
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{
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Vec4 v_hom = {v[0], v[1], v[2], 1.0};
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Vec4 res_hom = {};
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res_hom[i] += m[i][j] * v_hom[j];
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}
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}
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return {res_hom[0], res_hom[1], res_hom[2]};
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}
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}
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+136
@@ -0,0 +1,136 @@
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#include "gamecube.h"
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#include <algorithm>
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#include <ctime>
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// -----------------------------------------------------------
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// 3D Memory Game – Hauptprogramm
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// -----------------------------------------------------------
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int main()
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{
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// Zufall initialisieren
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srand(time(NULL));
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// Fenster und Kamera
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InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
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SetTargetFPS(60);
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Camera3D camera{};
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camera.position = {6.0f, 6.0f, 6.0f};
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camera.target = {0.0f, 0.0f, 0.0f};
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camera.up = {0.0f, 1.0f, 0.0f};
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Nur 3 Farben für 3 Paare
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Color colors[] = { RED, GREEN, BLUE };
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// 6 Karten-Positionen im 3x2 Raster
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std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
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// Farben doppelt in einen Pool legen und mischen
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std::vector<Color> colorPool;
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for (int i = 0; i < 3; i++)
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{
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colorPool.push_back(colors[i]);
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colorPool.push_back(colors[i]);
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}
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// Fisher-Yates Shuffle mit rand()
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for (int i = colorPool.size() - 1; i > 0; --i)
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{
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int j = rand() % (i + 1); // Zufallsindex von 0 bis i
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std::swap(colorPool[i], colorPool[j]);
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}
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// Karten/Würfel erstellen
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std::vector<gamecube> cubes;
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for (int i = 0; i < 6; i++)
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cubes.emplace_back(positions[i], colorPool[i]);
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gamecube* first = nullptr;
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gamecube* second = nullptr;
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float flipSpeed = 5.0f; // Drehgeschwindigkeit
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bool gameWon = false;
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// -----------------------------------------------------------
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// Hauptspielschleife
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// -----------------------------------------------------------
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while (!WindowShouldClose())
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{
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// Klick-Erkennung
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if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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Vector2 mouse = GetMousePosition();
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for (auto &c : cubes)
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{
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if (!c.IsFlipped() && !c.IsMatched())
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{
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Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
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if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
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c.FlipForward();
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}
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}
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}
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// Animation aller Würfel
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for (auto &c : cubes)
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{
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c.Update(flipSpeed);
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// Sobald ein Würfel vollständig umgedreht ist → merken
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if (c.IsFlipped() && !c.IsMatched())
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{
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if (!first) first = &c;
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else if (!second && &c != first) second = &c;
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}
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}
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// Matching-Logik
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if (first && second)
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{
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Color col1 = first->GetColor();
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Color col2 = second->GetColor();
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if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
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{
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first->SetMatched(true);
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second->SetMatched(true);
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}
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else
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{
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first->FlipBackward();
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second->FlipBackward();
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}
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first = second = nullptr;
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}
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// Gewinnprüfung
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if (!gameWon)
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gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
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// -----------------------------------------------------------
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// Zeichnen
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// -----------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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for (auto &c : cubes)
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c.Draw();
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EndMode3D();
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if (gameWon)
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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else
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DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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