fixing merge conflicts

This commit is contained in:
Aleyna Guecuek 2025-12-15 12:21:58 +01:00
commit 4276656917
6 changed files with 100 additions and 374 deletions

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.DS_Store vendored

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.idea/.gitignore generated vendored
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@ -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

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.idea/vcs.xml generated
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

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.vscode/launch.json vendored
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{
// 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": [
]
}

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@ -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)

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@ -1,294 +1,132 @@
#include "gamecube.h"
#include "raylib.h"
#include <algorithm>
#include <ctime>
#include <vector>
#include "raylib.h" // Stellen Sie sicher, dass raylib.h hier oder in gamecube.h inkludiert ist
#include <cstdio>
// -----------------------------------------------------------
// 3D Memory Game Hauptprogramm
// -----------------------------------------------------------
enum GameScreen {MENU = 0, GAMEPLAY};
enum GameScreen { MENU = 0, GAMEPLAY };
void SetupGame(std::vector<gamecube>& cubes, int pairs)
{
cubes.clear();
Color colors[] = {RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE};
std::vector<Vec3> 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<Vec3> 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<Color> 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 <algorithm>
//#include <ctime>
//
//// -----------------------------------------------------------
//// 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<Vec3> 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<Color> 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<gamecube> 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<gamecube> 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<gamecube> 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();