mergeconflict

This commit is contained in:
PapiBigSzill 2025-12-15 12:19:33 +01:00
parent 0e9ee64c18
commit b13d535c27

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@ -1,228 +1,40 @@
#include "gamecube.h" #pragma once
#include <algorithm> #include "gamematrix.h"
#include <ctime>
#include <vector>
#include "raylib.h" #include "raylib.h"
#include <rlgl.h>
enum GameScreen { MENU = 0, GAMEPLAY }; struct Vec3
static void SetupGame(std::vector<gamecube>& cubes, int pairs)
{ {
cubes.clear(); float x, y, z;
};
Color colors[] = { RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE }; class gamecube
std::vector<Vec3> positions;
const int count = pairs * 2;
int cols = 3;
int rows = 2;
if (count > 6) {
cols = 4;
rows = 3;
}
int index = 0;
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;
colorPool.reserve(count);
for (int i = 0; i < pairs; i++) {
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
for (int i = (int)colorPool.size() - 1; i > 0; --i) {
int j = rand() % (i + 1);
std::swap(colorPool[i], colorPool[j]);
}
for (int i = 0; i < count; i++) {
cubes.emplace_back(positions[i], colorPool[i]);
}
}
int main()
{ {
srand((unsigned)time(NULL)); public:
gamecube(const Vec3 &pos, Color col);
void Update(float flipSpeed);
void FlipForward();
void FlipBackward();
double startTime = 0.0; // Wichtig für die Zustandsmaschine (LockInput-Wartezustand)
double endTime = 0.0; bool IsFlipping() const { return flippingForward || flippingBackward; }
bool timerStarted = false;
GameScreen currentScreen = MENU; bool IsFlipped() const;
int selectedPairs = 3; bool IsMatched() const;
void SetMatched(bool m);
void Draw() const;
Vec3 GetPosition() const;
float GetRotationY() const;
std::vector<gamecube> cubes; // Bereits vorhanden und inline implementiert!
gamecube* first = nullptr; Color GetColor() const { return color; }
gamecube* second = nullptr;
float flipSpeed = 5.0f;
bool gameWon = false;
InitWindow(800, 600, "3D Memory Game with Matrix3D Library"); private:
SetTargetFPS(60); Vec3 position;
Color color;
Camera3D camera{}; bool flipped = false;
camera.position = { 6.0f, 6.0f, 6.0f }; bool matched = false;
camera.target = { 0.0f, 0.0f, 0.0f }; bool flippingForward = false;
camera.up = { 0.0f, 1.0f, 0.0f }; bool flippingBackward = false;
camera.fovy = 45.0f; float rotation = 0.0f;
camera.projection = CAMERA_PERSPECTIVE; };
while (!WindowShouldClose())
{
switch (currentScreen)
{
case MENU:
{
if (IsKeyPressed(KEY_THREE)) {
selectedPairs = 3;
SetupGame(cubes, selectedPairs);
gameWon = false;
first = second = nullptr;
currentScreen = GAMEPLAY;
timerStarted = false;
}
else if (IsKeyPressed(KEY_SIX)) {
selectedPairs = 6;
SetupGame(cubes, selectedPairs);
gameWon = false;
first = second = nullptr;
currentScreen = GAMEPLAY;
timerStarted = false;
}
break;
}
case GAMEPLAY:
{
if (!timerStarted) {
startTime = GetTime();
timerStarted = true;
}
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (second == nullptr))
{
Vector2 mouse = GetMousePosition();
Ray ray = GetMouseRay(mouse, camera);
gamecube* hitCube = nullptr;
float bestDist = 1e9f;
for (auto& c : cubes)
{
if (c.IsMatched() || c.IsFlipped()) continue;
auto 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 };
RayCollision col = GetRayCollisionBox(ray, box);
if (col.hit && col.distance < bestDist) {
bestDist = col.distance;
hitCube = &c;
}
}
if (hitCube)
{
if (!first) {
first = hitCube;
first->FlipForward();
}
else if (hitCube != first) {
second = hitCube;
second->FlipForward();
}
}
}
for (auto& c : cubes) {
c.Update(flipSpeed);
}
if (first && second && first->IsFlipped() && second->IsFlipped())
{
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 = nullptr;
second = nullptr;
}
if (!gameWon)
{
gameWon = std::all_of(
cubes.begin(),
cubes.end(),
[](const gamecube& c) { return c.IsMatched(); }
);
if (gameWon) {
endTime = GetTime() - startTime;
}
}
break;
}
}
BeginDrawing();
ClearBackground(RAYWHITE);
switch (currentScreen)
{
case MENU:
{
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;
}
case GAMEPLAY:
{
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;
}
}
EndDrawing();
}
CloseWindow();
return 0;
}