mergeconflict
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250
src/main.cpp
250
src/main.cpp
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#include "gamecube.h"
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#include <algorithm>
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#include <ctime>
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#include <vector>
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#pragma once
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#include "gamematrix.h"
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#include "raylib.h"
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#include <rlgl.h>
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enum GameScreen { MENU = 0, GAMEPLAY };
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static void SetupGame(std::vector<gamecube>& cubes, int pairs)
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struct Vec3
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{
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cubes.clear();
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float x, y, z;
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};
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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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const 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 index = 0;
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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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positions.push_back({ (float)c * 2.0f - (cols - 1), 0.0f, (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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colorPool.reserve(count);
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for (int i = 0; i < pairs; i++) {
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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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for (int i = (int)colorPool.size() - 1; i > 0; --i) {
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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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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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}
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int main()
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class gamecube
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{
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srand((unsigned)time(NULL));
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public:
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gamecube(const Vec3 &pos, Color col);
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void Update(float flipSpeed);
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void FlipForward();
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void FlipBackward();
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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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// Wichtig für die Zustandsmaschine (LockInput-Wartezustand)
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bool IsFlipping() const { return flippingForward || flippingBackward; }
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GameScreen currentScreen = MENU;
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int selectedPairs = 3;
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bool IsFlipped() const;
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bool IsMatched() const;
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void SetMatched(bool m);
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void Draw() const;
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Vec3 GetPosition() const;
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float GetRotationY() const;
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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;
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bool gameWon = false;
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// Bereits vorhanden und inline implementiert!
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Color GetColor() const { return color; }
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InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
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SetTargetFPS(60);
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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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while (!WindowShouldClose())
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{
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switch (currentScreen)
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{
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case MENU:
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{
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if (IsKeyPressed(KEY_THREE)) {
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selectedPairs = 3;
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SetupGame(cubes, selectedPairs);
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gameWon = false;
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first = second = nullptr;
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currentScreen = GAMEPLAY;
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timerStarted = false;
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}
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else if (IsKeyPressed(KEY_SIX)) {
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selectedPairs = 6;
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SetupGame(cubes, selectedPairs);
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gameWon = false;
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first = second = nullptr;
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currentScreen = GAMEPLAY;
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timerStarted = false;
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}
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break;
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}
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case GAMEPLAY:
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{
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if (!timerStarted) {
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startTime = GetTime();
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timerStarted = true;
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}
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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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Ray ray = GetMouseRay(mouse, camera);
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gamecube* hitCube = nullptr;
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float bestDist = 1e9f;
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for (auto& c : cubes)
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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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BoundingBox box;
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box.min = { p.x - 0.75f, p.y - 0.75f, p.z - 0.75f };
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box.max = { p.x + 0.75f, p.y + 0.75f, p.z + 0.75f };
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RayCollision col = GetRayCollisionBox(ray, box);
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if (col.hit && col.distance < bestDist) {
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bestDist = col.distance;
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hitCube = &c;
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}
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}
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if (hitCube)
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{
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if (!first) {
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first = hitCube;
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first->FlipForward();
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}
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else if (hitCube != first) {
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second = hitCube;
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second->FlipForward();
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}
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}
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}
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for (auto& c : cubes) {
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c.Update(flipSpeed);
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}
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if (first && second && first->IsFlipped() && second->IsFlipped())
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{
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Color col1 = first->GetColor();
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Color col2 = second->GetColor();
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if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b) {
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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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first->FlipBackward();
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second->FlipBackward();
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}
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first = nullptr;
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second = nullptr;
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}
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if (!gameWon)
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{
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gameWon = std::all_of(
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cubes.begin(),
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cubes.end(),
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[](const gamecube& c) { return c.IsMatched(); }
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);
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if (gameWon) {
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endTime = GetTime() - startTime;
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}
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}
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break;
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}
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}
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BeginDrawing();
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ClearBackground(RAYWHITE);
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switch (currentScreen)
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{
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case MENU:
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{
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DrawText("3D MEMORY SPIEL",
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GetScreenWidth() / 2 - MeasureText("3D MEMORY SPIEL", 50) / 2,
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80, 50, DARKGRAY);
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DrawText("Waehlen Sie die Spielgroesse:", 50, 200, 25, BLACK);
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DrawText("Druecken Sie [3] fuer 3 Paare (6 Wuerfel)", 50, 240, 20, BLUE);
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DrawText("Druecken Sie [6] fuer 6 Paare (12 Wuerfel)", 50, 280, 20, BLUE);
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break;
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}
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case GAMEPLAY:
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{
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BeginMode3D(camera);
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for (auto& c : cubes) c.Draw();
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EndMode3D();
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if (gameWon) {
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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char buffer[64];
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sprintf(buffer, "Cleared in %.2f seconds", endTime);
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DrawText(buffer, 150, 300, 28, DARKGREEN);
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} else {
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DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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char liveBuf[64];
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sprintf(liveBuf, "Time: %.2f", GetTime() - startTime);
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DrawText(liveBuf, 10, 40, 20, DARKGRAY);
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}
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break;
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}
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}
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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private:
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Vec3 position;
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Color color;
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bool flipped = false;
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bool matched = false;
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bool flippingForward = false;
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bool flippingBackward = false;
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float rotation = 0.0f;
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};
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