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42
src/main.cpp
42
src/main.cpp
@ -262,21 +262,7 @@ int main()
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startTime = GetTime();
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timerStarted = true;
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}
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// Klick-Erkennung
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<<<<<<< HEAD
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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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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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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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// Klick-Erkennung (nur wenn noch nicht 2 ausgewählt sind)
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// Klick-Erkennung (Ray Picking) – nur wenn noch nicht 2 ausgewählt sind
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if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (second == nullptr))
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{
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Vector2 mouse = GetMousePosition();
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@ -289,11 +275,7 @@ int main()
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{
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if (c.IsMatched() || c.IsFlipped()) continue;
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auto p = c.GetPosition();
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Vec3 p = c.GetPosition();
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BoundingBox box;
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box.min = { p.x - 0.75f, p.y - 0.75f, p.z - 0.75f };
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@ -318,32 +300,18 @@ int main()
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{
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second = hitCube;
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second->FlipForward();
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>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
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}
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}
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}
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// Animation aller Würfel
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// Animation aller Würfel (KEINE first/second Auto-Zuweisung hier!)
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for (auto &c : cubes)
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{
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c.Update(flipSpeed);
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<<<<<<< HEAD
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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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// Matching-Logik
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if (first && second)
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=======
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}
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// Matching-Logik
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// Matching-Logik: erst wenn beide vollständig umgedreht sind
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if (first && second && first->IsFlipped() && second->IsFlipped())
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>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
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{
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moves++;
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@ -360,13 +328,9 @@ int main()
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first->FlipBackward();
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second->FlipBackward();
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}
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<<<<<<< HEAD
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first = second = nullptr;
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=======
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first = nullptr;
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second = nullptr;
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>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
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}
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// Gewinnprüfung
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