diff --git a/.DS_Store b/.DS_Store deleted file mode 100644 index c5dea7b..0000000 Binary files a/.DS_Store and /dev/null differ diff --git a/.idea/.gitignore b/.idea/.gitignore deleted file mode 100644 index 13566b8..0000000 --- a/.idea/.gitignore +++ /dev/null @@ -1,8 +0,0 @@ -# Default ignored files -/shelf/ -/workspace.xml -# Editor-based HTTP Client requests -/httpRequests/ -# Datasource local storage ignored files -/dataSources/ -/dataSources.local.xml diff --git a/.idea/vcs.xml b/.idea/vcs.xml deleted file mode 100644 index 35eb1dd..0000000 --- a/.idea/vcs.xml +++ /dev/null @@ -1,6 +0,0 @@ - - - - - - \ No newline at end of file diff --git a/.vscode/launch.json b/.vscode/launch.json deleted file mode 100644 index 9dae3d4..0000000 --- a/.vscode/launch.json +++ /dev/null @@ -1,10 +0,0 @@ -{ - // Use IntelliSense to learn about possible attributes. - // Hover to view descriptions of existing attributes. - // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 - "version": "0.2.0", - "configurations": [ - - - ] -} \ No newline at end of file diff --git a/src/gamecube.cpp b/src/gamecube.cpp index 190bf0d..0ab2dae 100644 --- a/src/gamecube.cpp +++ b/src/gamecube.cpp @@ -1,21 +1,15 @@ -<<<<<<< HEAD #include "gamecube.h" -======= #include "raylib.h" -#include "gamecube.h" -#pragma once ->>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett) - -gamecube::gamecube(const Vec3 &pos, Color col) - : position(pos), color(col) {} - void gamecube::Update(float flipSpeed) { + float dt = GetFrameTime(); + if (flippingForward) { - rotation += flipSpeed; + rotation += flipSpeed * dt; + if (rotation >= 180.0f) { rotation = 180.0f; @@ -25,7 +19,8 @@ void gamecube::Update(float flipSpeed) } else if (flippingBackward) { - rotation -= flipSpeed; + rotation -= flipSpeed * dt; + if (rotation <= 0.0f) { rotation = 0.0f; @@ -34,46 +29,3 @@ void gamecube::Update(float flipSpeed) } } } - -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 = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z}); - auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y'); - - // Matrizen multiplizieren (Translation * Rotation) - auto model = Matrix3D::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; } -<<<<<<< HEAD -float gamecube::GetRotationY() const { return rotation; } -======= -float gamecube::GetRotationY() const { return rotation; } - ->>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett) diff --git a/src/main.cpp b/src/main.cpp index 6bc7209..d66a47e 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,294 +1,132 @@ #include "gamecube.h" +#include "raylib.h" #include #include #include -#include "raylib.h" // Stellen Sie sicher, dass raylib.h hier oder in gamecube.h inkludiert ist - +#include // ----------------------------------------------------------- // 3D Memory Game – Hauptprogramm // ----------------------------------------------------------- -enum GameScreen {MENU = 0, GAMEPLAY}; - +enum GameScreen { MENU = 0, GAMEPLAY }; void SetupGame(std::vector& cubes, int pairs) { cubes.clear(); - Color colors[] = {RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE}; - std::vector positions; + + Color colors[] = { RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE }; int count = pairs * 2; - int cols = 3; - int rows = 2; - if (count > 6) { - cols = 4; - rows = 3; - } + int cols = (count > 6) ? 4 : 3; + int rows = (count > 6) ? 3 : 2; + + std::vector positions; int index = 0; - // Generiert Positionen basierend auf der Größe - for (int r = 0; r < rows && index < count; ++r) { - for (int c = 0; c < cols && index < count; ++c) { - // Zentriert die Würfel um (0,0,0) - positions.push_back({(float)c * 2.0f - (cols -1 ), 0.0f, (float)r * 2.0f - (rows -1)}); + for (int r = 0; r < rows && index < count; ++r) + { + for (int c = 0; c < cols && index < count; ++c) + { + positions.push_back({ (float)c * 2.0f - (cols - 1), 0.0f, + (float)r * 2.0f - (rows - 1) }); index++; } } std::vector colorPool; - for (int i = 0; i < pairs; i++) { + for (int i = 0; i < pairs; ++i) + { colorPool.push_back(colors[i]); colorPool.push_back(colors[i]); } - // Fisher-Yates Shuffle - for (int i= colorPool.size() -1; i > 0; --i) { + // Shuffle + for (int i = (int)colorPool.size() - 1; i > 0; --i) + { int j = rand() % (i + 1); std::swap(colorPool[i], colorPool[j]); } - // Würfel erstellen - for (int i = 0; i < count; i++) + for (int i = 0; i < count; ++i) cubes.emplace_back(positions[i], colorPool[i]); - } int main() { - // Zufall initialisieren#include "gamecube.h" - //#include - //#include - // - //// ----------------------------------------------------------- - //// 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 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 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 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; - //} - srand(time(NULL)); - double startTime = 0.0; - double endTime = 0.0; - bool timerStarted = false; + srand((unsigned)time(nullptr)); - GameScreen currentScreen = MENU; - int selectedPairs = 3; - - // 1. SPIELSPEZIFISCHE VARIABLEN HIER DEKLARIEREN (ohne Initialisierung) - std::vector cubes; - gamecube* first = nullptr; - gamecube* second = nullptr; - float flipSpeed = 5.0f; // Drehgeschwindigkeit - bool gameWon = false; - - // Fenster und Kamera - InitWindow(800, 600, "3D Memory Game with Matrix3D Library"); + InitWindow(800, 600, "3D Memory Game"); 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.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; - // ----------------------------------------------------------- - // Hauptspielschleife - // ----------------------------------------------------------- + GameScreen currentScreen = MENU; + + std::vector cubes; + gamecube* first = nullptr; + gamecube* second = nullptr; + + int selectedPairs = 3; + float flipSpeed = 180.0f; // Grad pro Sekunde + + bool gameWon = false; + bool timerStarted = false; + double startTime = 0.0; + double endTime = 0.0; + while (!WindowShouldClose()) { - // ------------------------------------------------------- - // UPDATE-LOGIK NACH ZUSTAND - // ------------------------------------------------------- + // ---------------- UPDATE ---------------- switch (currentScreen) { case MENU: { - // Menü-Abfrage: Auf Tastendruck warten - if (IsKeyPressed(KEY_THREE)) { - selectedPairs = 3; // 6 Würfel + if (IsKeyPressed(KEY_THREE)) + { + selectedPairs = 3; SetupGame(cubes, selectedPairs); + currentScreen = GAMEPLAY; gameWon = false; first = second = nullptr; - currentScreen = GAMEPLAY; - timerStarted = false; // Timer-Reset - } else if (IsKeyPressed(KEY_SIX)) { - selectedPairs = 6; // 12 Würfel + timerStarted = false; + } + else if (IsKeyPressed(KEY_SIX)) + { + selectedPairs = 6; SetupGame(cubes, selectedPairs); + currentScreen = GAMEPLAY; gameWon = false; first = second = nullptr; - currentScreen = GAMEPLAY; - timerStarted = false; // Timer-Reset + timerStarted = false; } break; } case GAMEPLAY: { - // Timer starten if (!timerStarted) { startTime = GetTime(); timerStarted = true; } - // Klick-Erkennung -<<<<<<< HEAD - if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + // Klick-Erkennung mit Ray + if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && second == nullptr) { - 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(); -======= - // Klick-Erkennung (nur wenn noch nicht 2 ausgewählt sind) - if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (second == nullptr)) - { - Vector2 mouse = GetMousePosition(); - Ray ray = GetMouseRay(mouse, camera); - - gamecube* hitCube = nullptr; + Ray ray = GetMouseRay(GetMousePosition(), camera); + gamecube* hit = nullptr; float bestDist = 1e9f; - for (auto &c : cubes) + for (auto& c : cubes) { if (c.IsMatched() || c.IsFlipped()) continue; - - - - auto p = c.GetPosition(); - - + Vec3 p = c.GetPosition(); BoundingBox box; box.min = { p.x - 0.75f, p.y - 0.75f, p.z - 0.75f }; box.max = { p.x + 0.75f, p.y + 0.75f, p.z + 0.75f }; @@ -297,52 +135,35 @@ int main() if (col.hit && col.distance < bestDist) { bestDist = col.distance; - hitCube = &c; + hit = &c; } } - if (hitCube) + if (hit) { if (!first) { - first = hitCube; + first = hit; first->FlipForward(); } - else if (hitCube != first) + else if (hit != first) { - second = hitCube; + second = hit; second->FlipForward(); ->>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett) } } } - // Animation aller Würfel - for (auto &c : cubes) - { + // Animation + for (auto& c : cubes) c.Update(flipSpeed); -<<<<<<< HEAD - if (c.IsFlipped() && !c.IsMatched()) - { - if (!first) first = &c; - else if (!second && &c != first) second = &c; - } - } - // Matching-Logik - if (first && second) -======= - } - - // Matching-Logik - // Matching-Logik: erst wenn beide vollständig umgedreht sind + // Matching if (first && second && first->IsFlipped() && second->IsFlipped()) ->>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett) { - Color col1 = first->GetColor(); - Color col2 = second->GetColor(); - - if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b) + if (first->GetColor().r == second->GetColor().r && + first->GetColor().g == second->GetColor().g && + first->GetColor().b == second->GetColor().b) { first->SetMatched(true); second->SetMatched(true); @@ -352,73 +173,50 @@ int main() first->FlipBackward(); second->FlipBackward(); } -<<<<<<< HEAD - first = second = nullptr; -======= first = nullptr; second = nullptr; ->>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett) } - // Gewinnprüfung if (!gameWon) { - // Prüft, ob ALLE Würfel gematcht sind - gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); }); + gameWon = std::all_of(cubes.begin(), cubes.end(), + [](const gamecube& c){ return c.IsMatched(); }); if (gameWon) - { endTime = GetTime() - startTime; - } } break; - } // ENDE GAMEPLAY UPDATE + } } - // ----------------------------------------------------------- - // ZEICHNEN NACH ZUSTAND - // ----------------------------------------------------------- + // ---------------- DRAW ---------------- BeginDrawing(); ClearBackground(RAYWHITE); - switch (currentScreen) + if (currentScreen == MENU) { - case MENU: + DrawText("3D MEMORY SPIEL", 200, 80, 40, DARKGRAY); + DrawText("[3] = 3 Paare", 200, 200, 24, BLUE); + DrawText("[6] = 6 Paare", 200, 240, 24, BLUE); + } + else + { + BeginMode3D(camera); + for (auto& c : cubes) c.Draw(); + EndMode3D(); + + if (gameWon) { - // Menü-Darstellung - DrawText("3D MEMORY SPIEL", GetScreenWidth() / 2 - MeasureText("3D MEMORY SPIEL", 50) / 2, 80, 50, DARKGRAY); - DrawText("Waehlen Sie die Spielgroesse:", 50, 200, 25, BLACK); - DrawText("Druecken Sie [3] fuer 3 Paare (6 Wuerfel)", 50, 240, 20, BLUE); - DrawText("Druecken Sie [6] fuer 6 Paare (12 Wuerfel)", 50, 280, 20, BLUE); - break; + char buf[64]; + sprintf(buf, "Gewonnen in %.2f Sekunden", endTime); + DrawText(buf, 150, 260, 30, DARKGREEN); } - - case GAMEPLAY: + else { - // Spiel-Darstellung - BeginMode3D(camera); - - for (auto &c : cubes) - c.Draw(); - - EndMode3D(); - - if (gameWon) - { - DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE); - char buffer[64]; - sprintf(buffer, "Cleared in %.2f seconds", endTime); - DrawText(buffer, 150, 300, 28, DARKGREEN); - } - else - { - DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY); - char liveBuf[64]; - sprintf(liveBuf, "Time: %.2f", GetTime() - startTime); - DrawText(liveBuf, 10, 40, 20, DARKGRAY); - } - break; - } // ENDE GAMEPLAY DRAW + char buf[64]; + sprintf(buf, "Time: %.2f", GetTime() - startTime); + DrawText(buf, 10, 10, 20, DARKGRAY); + } } EndDrawing(); @@ -426,4 +224,4 @@ int main() CloseWindow(); return 0; -} \ No newline at end of file +}