fixing merge conflicts
This commit is contained in:
commit
4276656917
8
.idea/.gitignore
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vendored
8
.idea/.gitignore
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@ -1,8 +0,0 @@
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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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6
.idea/vcs.xml
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6
.idea/vcs.xml
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@ -1,6 +0,0 @@
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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">
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<mapping directory="" vcs="Git" />
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</component>
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</project>
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10
.vscode/launch.json
vendored
10
.vscode/launch.json
vendored
@ -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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@ -1,21 +1,15 @@
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<<<<<<< HEAD
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#include "gamecube.h"
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=======
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#include "raylib.h"
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#include "gamecube.h"
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#pragma once
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>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
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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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float dt = GetFrameTime();
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if (flippingForward)
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{
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rotation += flipSpeed;
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rotation += flipSpeed * dt;
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if (rotation >= 180.0f)
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{
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rotation = 180.0f;
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@ -25,7 +19,8 @@ void gamecube::Update(float flipSpeed)
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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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rotation -= flipSpeed * dt;
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if (rotation <= 0.0f)
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{
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rotation = 0.0f;
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@ -34,46 +29,3 @@ void gamecube::Update(float flipSpeed)
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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 = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
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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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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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<<<<<<< HEAD
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float gamecube::GetRotationY() const { return rotation; }
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=======
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float gamecube::GetRotationY() const { return rotation; }
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>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
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358
src/main.cpp
358
src/main.cpp
@ -1,9 +1,9 @@
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#include "gamecube.h"
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#include "raylib.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" // Stellen Sie sicher, dass raylib.h hier oder in gamecube.h inkludiert ist
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#include <cstdio>
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// -----------------------------------------------------------
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// 3D Memory Game – Hauptprogramm
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@ -11,203 +11,51 @@
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enum GameScreen { MENU = 0, GAMEPLAY };
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void SetupGame(std::vector<gamecube>& cubes, int pairs)
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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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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 cols = (count > 6) ? 4 : 3;
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int rows = (count > 6) ? 3 : 2;
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std::vector<Vec3> positions;
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int index = 0;
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// Generiert Positionen basierend auf der Größe
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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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// Zentriert die Würfel um (0,0,0)
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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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for (int r = 0; r < rows && index < count; ++r)
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{
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for (int c = 0; c < cols && index < count; ++c)
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{
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positions.push_back({ (float)c * 2.0f - (cols - 1), 0.0f,
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(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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for (int i = 0; i < pairs; i++) {
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for (int i = 0; i < pairs; ++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
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for (int i= colorPool.size() -1; i > 0; --i) {
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// Shuffle
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for (int i = (int)colorPool.size() - 1; i > 0; --i)
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{
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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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// Würfel erstellen
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for (int i = 0; i < count; i++)
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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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int main()
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{
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// Zufall initialisieren#include "gamecube.h"
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//#include <algorithm>
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//#include <ctime>
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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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//
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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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//
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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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//
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// // Nur 3 Farben für 3 Paare
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// Color colors[] = { RED, GREEN, BLUE };
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//
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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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//
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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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//
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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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//
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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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//
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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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// // -----------------------------------------------------------
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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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//
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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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//
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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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//
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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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//
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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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//
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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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//
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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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//
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// first = second = nullptr;
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// }
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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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// // -----------------------------------------------------------
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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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//
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// for (auto &c : cubes)
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// c.Draw();
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//
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// EndMode3D();
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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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// else
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// DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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//
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// EndDrawing();
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// }
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//
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// CloseWindow();
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// return 0;
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//}
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srand(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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srand((unsigned)time(nullptr));
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|
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GameScreen currentScreen = MENU;
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int selectedPairs = 3;
|
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|
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// 1. SPIELSPEZIFISCHE VARIABLEN HIER DEKLARIEREN (ohne Initialisierung)
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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; // Drehgeschwindigkeit
|
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bool gameWon = false;
|
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|
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// Fenster und Kamera
|
||||
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
|
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InitWindow(800, 600, "3D Memory Game");
|
||||
SetTargetFPS(60);
|
||||
|
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Camera3D camera{};
|
||||
@ -217,78 +65,68 @@ int main()
|
||||
camera.fovy = 45.0f;
|
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camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Hauptspielschleife
|
||||
// -----------------------------------------------------------
|
||||
GameScreen currentScreen = MENU;
|
||||
|
||||
std::vector<gamecube> cubes;
|
||||
gamecube* first = nullptr;
|
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gamecube* second = nullptr;
|
||||
|
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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)
|
||||
{
|
||||
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
|
||||
// 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:
|
||||
{
|
||||
// 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;
|
||||
DrawText("3D MEMORY SPIEL", 200, 80, 40, DARKGRAY);
|
||||
DrawText("[3] = 3 Paare", 200, 200, 24, BLUE);
|
||||
DrawText("[6] = 6 Paare", 200, 240, 24, BLUE);
|
||||
}
|
||||
|
||||
case GAMEPLAY:
|
||||
else
|
||||
{
|
||||
// Spiel-Darstellung
|
||||
BeginMode3D(camera);
|
||||
|
||||
for (auto &c : cubes)
|
||||
c.Draw();
|
||||
|
||||
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);
|
||||
char buf[64];
|
||||
sprintf(buf, "Gewonnen in %.2f Sekunden", endTime);
|
||||
DrawText(buf, 150, 260, 30, 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);
|
||||
char buf[64];
|
||||
sprintf(buf, "Time: %.2f", GetTime() - startTime);
|
||||
DrawText(buf, 10, 10, 20, DARKGRAY);
|
||||
}
|
||||
break;
|
||||
} // ENDE GAMEPLAY DRAW
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user