JETZT NEU!
This commit is contained in:
commit
0e9ee64c18
22
.gitignore
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22
.gitignore
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# ===== Build =====
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cmake-build-*/
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build/
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out/
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# ===== IDE =====
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.idea/
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*.iml
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# ===== OS =====
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.DS_Store
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# ===== Compiled =====
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*.o
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*.obj
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*.a
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*.so
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*.dylib
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*.exe
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# ===== Logs =====
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*.log
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8
.idea/.gitignore
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8
.idea/.gitignore
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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4
.idea/vcs.xml
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.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings" defaultProject="true" />
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</project>
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10
.vscode/launch.json
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.vscode/launch.json
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@ -1,10 +0,0 @@
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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]
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}
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@ -1,6 +1,7 @@
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#include "raylib.h"
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#include "gamecube.h"
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gamecube::gamecube(const Vec3 &pos, Color col)
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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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@ -38,26 +39,25 @@ 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 = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_a = Matrix3D::gameMatrix::translate(
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{ position.x, position.y, position.z }
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);
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auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
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// Matrizen multiplizieren (Translation * Rotation)
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auto model = Matrix3D::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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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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DrawCube({ 0, 0, 0 }, 1, 1, 1, color);
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DrawCubeWires({0,0,0}, 1,1,1, BLACK);
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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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@ -37,9 +37,9 @@ namespace Matrix3D
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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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result[0][3] = pos[0];
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result[1][3] = pos[1];
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result[2][3] = pos[2];
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return result;
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}
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@ -80,7 +80,7 @@ namespace Matrix3D
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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 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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@ -91,7 +91,6 @@ namespace Matrix3D
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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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return { res_hom[0], res_hom[1], res_hom[2] };
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}
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}
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272
src/main.cpp
272
src/main.cpp
@ -1,199 +1,225 @@
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#include "gamecube.h"
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#include <algorithm>
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#include <ctime>
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#include <vector>
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#include "raylib.h"
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enum GameScreen { MENU = 0, GAMEPLAY };
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enum class GameState
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static void SetupGame(std::vector<gamecube>& cubes, int pairs)
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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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cubes.clear();
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Color colors[] = { RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE };
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std::vector<Vec3> positions;
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const int count = pairs * 2;
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int cols = 3;
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int rows = 2;
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if (count > 6) {
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cols = 4;
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rows = 3;
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}
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int index = 0;
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for (int r = 0; r < rows && index < count; ++r) {
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for (int c = 0; c < cols && index < count; ++c) {
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positions.push_back({ (float)c * 2.0f - (cols - 1), 0.0f, (float)r * 2.0f - (rows - 1) });
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index++;
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}
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}
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std::vector<Color> colorPool;
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colorPool.reserve(count);
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for (int i = 0; i < pairs; i++) {
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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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for (int i = (int)colorPool.size() - 1; i > 0; --i) {
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int j = rand() % (i + 1);
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std::swap(colorPool[i], colorPool[j]);
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}
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for (int i = 0; i < count; i++) {
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cubes.emplace_back(positions[i], colorPool[i]);
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}
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}
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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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srand((unsigned)time(NULL));
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double startTime = 0.0;
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double endTime = 0.0;
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bool timerStarted = false;
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GameScreen currentScreen = MENU;
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int selectedPairs = 3;
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std::vector<gamecube> cubes;
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gamecube* first = nullptr;
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gamecube* second = nullptr;
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float flipSpeed = 5.0f;
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bool gameWon = false;
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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.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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GameState state = GameState::Idle; // Start Zustand
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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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if (!timerStarted)
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switch (currentScreen)
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{
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case MENU:
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{
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if (IsKeyPressed(KEY_THREE)) {
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selectedPairs = 3;
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SetupGame(cubes, selectedPairs);
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gameWon = false;
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first = second = nullptr;
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currentScreen = GAMEPLAY;
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timerStarted = false;
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}
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else if (IsKeyPressed(KEY_SIX)) {
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selectedPairs = 6;
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SetupGame(cubes, selectedPairs);
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gameWon = false;
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first = second = nullptr;
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currentScreen = GAMEPLAY;
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timerStarted = false;
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}
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break;
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}
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case GAMEPLAY:
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{
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if (!timerStarted) {
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startTime = GetTime();
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timerStarted = true;
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}
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// Klick-Erkennung
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if (!gameWon
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&& state != GameState::LockInput
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&& state != GameState::CheckingMatch
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&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (second == nullptr))
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{
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Vector2 mouse = GetMousePosition();
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Ray ray = GetMouseRay(mouse, camera);
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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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gamecube* hitCube = nullptr;
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float bestDist = 1e9f;
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if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
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for (auto& c : cubes)
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{
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c.FlipForward();
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if (c.IsMatched() || c.IsFlipped()) continue;
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// ZUSTANDSUMSCHALTLOGIK
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if (state == GameState::Idle)
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auto p = c.GetPosition();
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BoundingBox box;
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box.min = { p.x - 0.75f, p.y - 0.75f, p.z - 0.75f };
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box.max = { p.x + 0.75f, p.y + 0.75f, p.z + 0.75f };
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RayCollision col = GetRayCollisionBox(ray, box);
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if (col.hit && col.distance < bestDist) {
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bestDist = col.distance;
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hitCube = &c;
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}
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}
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if (hitCube)
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{
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// 1. Click
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c.FlipForward();
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first = &c;
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state = GameState::OneFlipped;
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break; // wichtig!!! Wir verlassen die Schleife :)
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}
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else if (state == GameState::OneFlipped)
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{
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// 2. Click
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// Lass uns überprüfen, ob es NICHT derselbe Würfel ist.
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if (&c != first)
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{
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c.FlipForward();
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second = &c;
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state = GameState::LockInput;
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break; // wichtig!!! Wir verlassen die Schleife :)
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}
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}
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if (!first) {
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first = hitCube;
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first->FlipForward();
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}
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else if (hitCube != first) {
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second = hitCube;
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second->FlipForward();
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}
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}
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}
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// Animation aller Würfel
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bool animationBusy = false;
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for (auto &c : cubes)
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{
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for (auto& c : cubes) {
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c.Update(flipSpeed);
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}
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if (state == GameState::LockInput)
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if (first && second && first->IsFlipped() && second->IsFlipped())
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{
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if (first && first->IsFlipped() && second && second->IsFlipped())
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{
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state = GameState::CheckingMatch;
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}
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}
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Color col1 = first->GetColor();
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Color col2 = second->GetColor();
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// Matching-Logik
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if (state == GameState::CheckingMatch && first && second)
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{
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if (first->GetColor().r == second->GetColor().r &&
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first->GetColor().g == second->GetColor().g &&
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first->GetColor().b == second->GetColor().b)
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{
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if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b) {
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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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else {
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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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state = GameState::Idle;
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first = nullptr;
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second = nullptr;
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}
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// Gewinnprüfung
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if (!gameWon)
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{
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gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
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if (gameWon)
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{
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gameWon = std::all_of(
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cubes.begin(),
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cubes.end(),
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[](const gamecube& c) { return c.IsMatched(); }
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);
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if (gameWon) {
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endTime = GetTime() - startTime;
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}
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}
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// -----------------------------------------------------------
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// Zeichnen
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// -----------------------------------------------------------
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break;
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}
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}
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BeginDrawing();
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ClearBackground(RAYWHITE);
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switch (currentScreen)
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{
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case MENU:
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{
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DrawText("3D MEMORY SPIEL",
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GetScreenWidth() / 2 - MeasureText("3D MEMORY SPIEL", 50) / 2,
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80, 50, DARKGRAY);
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DrawText("Waehlen Sie die Spielgroesse:", 50, 200, 25, BLACK);
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DrawText("Druecken Sie [3] fuer 3 Paare (6 Wuerfel)", 50, 240, 20, BLUE);
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DrawText("Druecken Sie [6] fuer 6 Paare (12 Wuerfel)", 50, 280, 20, BLUE);
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break;
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}
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case GAMEPLAY:
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{
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BeginMode3D(camera);
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for (auto &c : cubes)
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c.Draw();
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for (auto& c : cubes) c.Draw();
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EndMode3D();
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if (gameWon)
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{
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if (gameWon) {
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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char buffer[64];
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sprintf(buffer, "Cleared in %.2f seconds", endTime);
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DrawText(buffer, 150, 300, 28, DARKGREEN);
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}
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else
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{
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} else {
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DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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char liveBuf[64];
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sprintf(liveBuf, "Time: %.2f", GetTime() - startTime);
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DrawText(liveBuf, 10, 40, 20, DARKGRAY);
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}
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break;
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}
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}
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EndDrawing();
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}
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