4 Commits
Author SHA1 Message Date
guecuekal99763 683917f564 resolving conflicts 2025-12-15 12:47:58 +01:00
guecuekal99763 4276656917 fixing merge conflicts 2025-12-15 12:21:58 +01:00
PapiBigSzill b13d535c27 mergeconflict 2025-12-15 12:19:33 +01:00
guecuekal99763 6a54e6d4a2 Resolve merge conflict in gamematrix.cpp 2025-12-15 11:42:39 +01:00
+99 -100
View File
@@ -1,100 +1,107 @@
#include "gamecube.h" #include "gamecube.h"
#include "raylib.h"
#include <algorithm> #include <algorithm>
#include <ctime> #include <ctime>
#include <vector> #include <vector>
#include "raylib.h" #include <cstdio>
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
enum GameScreen { MENU = 0, GAMEPLAY }; enum GameScreen { MENU = 0, GAMEPLAY };
static void SetupGame(std::vector<gamecube>& cubes, int pairs) void SetupGame(std::vector<gamecube>& cubes, int pairs)
{ {
cubes.clear(); cubes.clear();
Color colors[] = { RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE }; Color colors[] = { RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE };
int count = pairs * 2;
int cols = (count > 6) ? 4 : 3;
int rows = (count > 6) ? 3 : 2;
std::vector<Vec3> positions; 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; int index = 0;
for (int r = 0; r < rows && index < count; ++r) { 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) }); 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++; index++;
} }
} }
std::vector<Color> colorPool; std::vector<Color> colorPool;
colorPool.reserve(count); for (int i = 0; i < pairs; ++i)
{
for (int i = 0; i < pairs; i++) {
colorPool.push_back(colors[i]); colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]); colorPool.push_back(colors[i]);
} }
for (int i = (int)colorPool.size() - 1; i > 0; --i) { // Shuffle
for (int i = (int)colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1); int j = rand() % (i + 1);
std::swap(colorPool[i], colorPool[j]); std::swap(colorPool[i], colorPool[j]);
} }
for (int i = 0; i < count; i++) { for (int i = 0; i < count; ++i)
cubes.emplace_back(positions[i], colorPool[i]); cubes.emplace_back(positions[i], colorPool[i]);
}
} }
int main() int main()
{ {
srand((unsigned)time(NULL)); srand((unsigned)time(nullptr));
double startTime = 0.0; InitWindow(800, 600, "3D Memory Game");
double endTime = 0.0;
bool timerStarted = false;
GameScreen currentScreen = MENU;
int selectedPairs = 3;
std::vector<gamecube> cubes;
gamecube* first = nullptr;
gamecube* second = nullptr;
float flipSpeed = 5.0f;
bool gameWon = false;
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60); SetTargetFPS(60);
Camera3D camera{}; Camera3D camera{};
camera.position = { 6.0f, 6.0f, 6.0f }; camera.position = { 6.0f, 6.0f, 6.0f };
camera.target = { 0.0f, 0.0f, 0.0f }; camera.target = { 0.0f, 0.0f, 0.0f };
camera.up = { 0.0f, 1.0f, 0.0f }; camera.up = { 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f; camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE;
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()) while (!WindowShouldClose())
{ {
// ---------------- UPDATE ----------------
switch (currentScreen) switch (currentScreen)
{ {
case MENU: case MENU:
{ {
if (IsKeyPressed(KEY_THREE)) { if (IsKeyPressed(KEY_THREE))
{
selectedPairs = 3; selectedPairs = 3;
SetupGame(cubes, selectedPairs); SetupGame(cubes, selectedPairs);
currentScreen = GAMEPLAY;
gameWon = false; gameWon = false;
first = second = nullptr; first = second = nullptr;
currentScreen = GAMEPLAY;
timerStarted = false; timerStarted = false;
} }
else if (IsKeyPressed(KEY_SIX)) { else if (IsKeyPressed(KEY_SIX))
{
selectedPairs = 6; selectedPairs = 6;
SetupGame(cubes, selectedPairs); SetupGame(cubes, selectedPairs);
currentScreen = GAMEPLAY;
gameWon = false; gameWon = false;
first = second = nullptr; first = second = nullptr;
currentScreen = GAMEPLAY;
timerStarted = false; timerStarted = false;
} }
break; break;
@@ -102,63 +109,67 @@ int main()
case GAMEPLAY: case GAMEPLAY:
{ {
if (!timerStarted) { if (!timerStarted)
{
startTime = GetTime(); startTime = GetTime();
timerStarted = true; timerStarted = true;
} }
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (second == nullptr)) // Klick-Erkennung mit Ray
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && second == nullptr)
{ {
Vector2 mouse = GetMousePosition(); Ray ray = GetMouseRay(GetMousePosition(), camera);
Ray ray = GetMouseRay(mouse, camera); gamecube* hit = nullptr;
gamecube* hitCube = nullptr;
float bestDist = 1e9f; float bestDist = 1e9f;
for (auto& c : cubes) for (auto& c : cubes)
{ {
if (c.IsMatched() || c.IsFlipped()) continue; if (c.IsMatched() || c.IsFlipped()) continue;
auto p = c.GetPosition(); Vec3 p = c.GetPosition();
BoundingBox box; BoundingBox box;
box.min = { p.x - 0.75f, p.y - 0.75f, p.z - 0.75f }; 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 }; box.max = { p.x + 0.75f, p.y + 0.75f, p.z + 0.75f };
RayCollision col = GetRayCollisionBox(ray, box); RayCollision col = GetRayCollisionBox(ray, box);
if (col.hit && col.distance < bestDist) { if (col.hit && col.distance < bestDist)
{
bestDist = col.distance; bestDist = col.distance;
hitCube = &c; hit = &c;
} }
} }
if (hitCube) if (hit)
{ {
if (!first) { if (!first)
first = hitCube; {
first = hit;
first->FlipForward(); first->FlipForward();
} }
else if (hitCube != first) { else if (hit != first)
second = hitCube; {
second = hit;
second->FlipForward(); second->FlipForward();
} }
} }
} }
for (auto& c : cubes) { // Animation
for (auto& c : cubes)
c.Update(flipSpeed); c.Update(flipSpeed);
}
// Matching
if (first && second && first->IsFlipped() && second->IsFlipped()) if (first && second && first->IsFlipped() && second->IsFlipped())
{ {
Color col1 = first->GetColor(); if (first->GetColor().r == second->GetColor().r &&
Color col2 = second->GetColor(); first->GetColor().g == second->GetColor().g &&
first->GetColor().b == second->GetColor().b)
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b) { {
first->SetMatched(true); first->SetMatched(true);
second->SetMatched(true); second->SetMatched(true);
} }
else { else
{
first->FlipBackward(); first->FlipBackward();
second->FlipBackward(); second->FlipBackward();
} }
@@ -169,54 +180,42 @@ int main()
if (!gameWon) if (!gameWon)
{ {
gameWon = std::all_of( gameWon = std::all_of(cubes.begin(), cubes.end(),
cubes.begin(), [](const gamecube& c){ return c.IsMatched(); });
cubes.end(), if (gameWon)
[](const gamecube& c) { return c.IsMatched(); }
);
if (gameWon) {
endTime = GetTime() - startTime; endTime = GetTime() - startTime;
}
} }
break; break;
} }
} }
// ---------------- DRAW ----------------
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); 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)
{ {
DrawText("3D MEMORY SPIEL", char buf[64];
GetScreenWidth() / 2 - MeasureText("3D MEMORY SPIEL", 50) / 2, sprintf(buf, "Gewonnen in %.2f Sekunden", endTime);
80, 50, DARKGRAY); DrawText(buf, 150, 260, 30, DARKGREEN);
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;
} }
else
case GAMEPLAY:
{ {
BeginMode3D(camera); char buf[64];
for (auto& c : cubes) c.Draw(); sprintf(buf, "Time: %.2f", GetTime() - startTime);
EndMode3D(); DrawText(buf, 10, 10, 20, DARKGRAY);
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;
} }
} }