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
+}