Menu für 3, 6 Paare hingefügt
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vendored
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.idea/
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@ -29,18 +29,16 @@ target_include_directories(Prog3B PRIVATE
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)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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#${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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opengl32
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gdi32
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m
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winmm
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${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
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)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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if (APPLE)
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target_link_libraries(Prog3B "-framework IOKit")
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework OpenGL")
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target_link_libraries(Prog3B PRIVATE "-framework IOKit"
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"-framework Cocoa"
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"-framework OpenGL"
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)
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endif()
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add_executable(tests
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@ -49,15 +47,12 @@ add_executable(tests
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)
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target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
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target_link_libraries(tests PRIVATE
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opengl32
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gdi32
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winmm
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)
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target_link_libraries(tests PRIVATE)
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if (APPLE)
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target_link_libraries(Prog3B PRIVATE "-framework IOKit")
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target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
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target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
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endif()
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#if (APPLE)
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#target_link_libraries(Prog3B PRIVATE "-framework IOKit")
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#target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
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#target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
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#endif()
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291
src/main.cpp
291
src/main.cpp
@ -1,10 +1,58 @@
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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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#include "raylib.h" // Stellen Sie sicher, dass raylib.h hier oder in gamecube.h inkludiert ist
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// -----------------------------------------------------------
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// 3D Memory Game – Hauptprogramm
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// -----------------------------------------------------------
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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 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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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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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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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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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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@ -148,6 +196,15 @@ int main()
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double endTime = 0.0;
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bool timerStarted = false;
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GameScreen currentScreen = MENU;
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int selectedPairs = 3;
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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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// Fenster und Kamera
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InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
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@ -160,133 +217,151 @@ int main()
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Nur 3 Farben für 3 Paare
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Color colors[] = { RED, GREEN, BLUE };
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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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// 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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// 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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// 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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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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// Hauptspielschleife
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// -----------------------------------------------------------
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while (!WindowShouldClose())
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{
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if (!timerStarted)
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// -------------------------------------------------------
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// UPDATE-LOGIK NACH ZUSTAND
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// -------------------------------------------------------
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switch (currentScreen)
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{
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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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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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case MENU:
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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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// Menü-Abfrage: Auf Tastendruck warten
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if (IsKeyPressed(KEY_THREE)) {
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selectedPairs = 3; // 6 Würfel
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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; // Timer-Reset
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} else if (IsKeyPressed(KEY_SIX)) {
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selectedPairs = 6; // 12 Würfel
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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; // Timer-Reset
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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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// Timer starten
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if (!timerStarted)
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{
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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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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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}
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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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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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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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{
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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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first = second = nullptr;
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}
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// Gewinnprüfung
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if (!gameWon)
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{
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// Prüft, ob ALLE Würfel gematcht sind
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gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
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if (gameWon)
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{
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endTime = GetTime() - startTime;
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}
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}
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break;
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} // ENDE GAMEPLAY UPDATE
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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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// 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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// 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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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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first = second = nullptr;
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}
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// Gewinnprüfung
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if (!gameWon)
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{
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gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
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if (gameWon)
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{
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endTime = GetTime() - startTime;
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}
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}
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// -----------------------------------------------------------
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// Zeichnen
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// ZEICHNEN NACH ZUSTAND
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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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for (auto &c : cubes)
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c.Draw();
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EndMode3D();
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if (gameWon)
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switch (currentScreen)
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{
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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case MENU:
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{
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// Menü-Darstellung
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DrawText("3D MEMORY SPIEL", GetScreenWidth() / 2 - MeasureText("3D MEMORY SPIEL", 50) / 2, 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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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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}
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else
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{
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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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case GAMEPLAY:
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{
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// Spiel-Darstellung
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BeginMode3D(camera);
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for (auto &c : cubes)
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c.Draw();
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EndMode3D();
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if (gameWon)
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{
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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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}
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else
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{
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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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} // ENDE GAMEPLAY DRAW
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}
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EndDrawing();
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}
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