Bugfix: Race Condition behoben mit GameState (State Machine)

This commit is contained in:
Tomila Bakeeva 2025-12-01 13:02:48 +01:00
parent f954d09a29
commit 37060ed06e

View File

@ -2,6 +2,16 @@
#include <algorithm> #include <algorithm>
#include <ctime> #include <ctime>
enum class GameState
{
Idle, // kein Würfel offen, Eingabe erlaubt
OneFlipped, // ein Würfel offen
CheckingMatch, // zwei Würfel vollständig aufgeklappt, Vergleich läuft
LockInput // Würfel drehen gerade Eingabe kurz blockiert
};
// ----------------------------------------------------------- // -----------------------------------------------------------
// 3D Memory Game Hauptprogramm // 3D Memory Game Hauptprogramm
// ----------------------------------------------------------- // -----------------------------------------------------------
@ -56,6 +66,8 @@ int main()
float flipSpeed = 5.0f; // Drehgeschwindigkeit float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false; bool gameWon = false;
GameState state = GameState::Idle; // Start Zustand
// ----------------------------------------------------------- // -----------------------------------------------------------
// Hauptspielschleife // Hauptspielschleife
// ----------------------------------------------------------- // -----------------------------------------------------------
@ -67,7 +79,10 @@ int main()
timerStarted = true; timerStarted = true;
} }
// Klick-Erkennung // Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) if (!gameWon
&& state != GameState::LockInput
&& state != GameState::CheckingMatch
&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{ {
Vector2 mouse = GetMousePosition(); Vector2 mouse = GetMousePosition();
@ -78,31 +93,57 @@ int main()
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera); Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40) if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
{
c.FlipForward(); c.FlipForward();
// ZUSTANDSUMSCHALTLOGIK
if (state == GameState::Idle)
{
// 1. Click
c.FlipForward();
first = &c;
state = GameState::OneFlipped;
break; // wichtig!!! Wir verlassen die Schleife :)
}
else if (state == GameState::OneFlipped)
{
// 2. Click
// Lass uns überprüfen, ob es NICHT derselbe Würfel ist.
if (&c != first)
{
c.FlipForward();
second = &c;
state = GameState::LockInput;
break; // wichtig!!! Wir verlassen die Schleife :)
}
}
}
} }
} }
} }
// Animation aller Würfel // Animation aller Würfel
bool animationBusy = false;
for (auto &c : cubes) for (auto &c : cubes)
{ {
c.Update(flipSpeed); c.Update(flipSpeed);
}
// Sobald ein Würfel vollständig umgedreht ist → merken if (state == GameState::LockInput)
if (c.IsFlipped() && !c.IsMatched()) {
if (first && first->IsFlipped() && second && second->IsFlipped())
{ {
if (!first) first = &c; state = GameState::CheckingMatch;
else if (!second && &c != first) second = &c;
} }
} }
// Matching-Logik // Matching-Logik
if (first && second) if (state == GameState::CheckingMatch && first && second)
{ {
Color col1 = first->GetColor(); if (first->GetColor().r == second->GetColor().r &&
Color col2 = second->GetColor(); first->GetColor().g == second->GetColor().g &&
first->GetColor().b == second->GetColor().b)
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
{ {
first->SetMatched(true); first->SetMatched(true);
second->SetMatched(true); second->SetMatched(true);
@ -114,6 +155,7 @@ int main()
} }
first = second = nullptr; first = second = nullptr;
state = GameState::Idle;
} }
// Gewinnprüfung // Gewinnprüfung