23 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
bakeevato99733 0e9ee64c18 JETZT NEU! 2025-12-15 12:14:07 +01:00
bhattial100541 2bf7de8f28 Delete .DS_Store 2025-12-15 10:57:01 +00:00
bhattial100541 d4cf18dfcd Delete .vscode/launch.json 2025-12-15 10:54:54 +00:00
bhattial100541 41845f8b1d Delete .idea/vcs.xml 2025-12-15 10:54:44 +00:00
bhattial100541 0f42ef18d0 Delete .idea/.gitignore 2025-12-15 10:54:37 +00:00
guecuekal99763 6a54e6d4a2 Resolve merge conflict in gamematrix.cpp 2025-12-15 11:42:39 +01:00
bhattial100541 2fd3ee5870 neustand mit allem final 2025-12-14 04:02:09 +01:00
bhattial100541 59f4d6b3af .gitignore aktualiesiert 2025-12-13 22:33:58 +01:00
bakeevato99733 37060ed06e Bugfix: Race Condition behoben mit GameState (State Machine) 2025-12-01 13:02:48 +01:00
PapiBigSzill c874f8b517 Menu für 3, 6 Paare hingefügt 2025-12-01 13:00:03 +01:00
bhattial100541 bc4f4f743d some changes 2025-12-01 12:09:43 +01:00
Sladoje f954d09a29 added timer in main.cpp 2025-12-01 11:58:51 +01:00
Sladoje f79648ea47 Merge branch 'main' into project_tester 2025-11-17 12:33:25 +01:00
Sladoje b8f8b1c18d test funktioniert 2025-11-17 12:30:07 +01:00
bakeevato99733 1e1a9ab8d9 Merge branch 'main' into project_developer 2025-11-17 12:26:16 +01:00
bakeevato99733 54a44f9e53 fehlerkorrektur (namespace, gamecube) 2025-11-17 12:08:36 +01:00
bhattial100541 e72d51f3b2 hi 2025-11-13 13:08:02 +01:00
bhattial100541 2170001875 adding requirements 2025-11-03 13:04:14 +01:00
bhattial100541 a2d77869a1 adding requirements 2025-11-03 13:03:48 +01:00
bhattial100541 93ea5ae8d1 Add requirements.txt 2025-11-03 11:59:18 +00:00
9 changed files with 272 additions and 130 deletions
+22
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@@ -0,0 +1,22 @@
# ===== Build =====
cmake-build-*/
build/
out/
# ===== IDE =====
.idea/
*.iml
# ===== OS =====
.DS_Store
# ===== Compiled =====
*.o
*.obj
*.a
*.so
*.dylib
*.exe
# ===== Logs =====
*.log
-10
View File
@@ -1,10 +0,0 @@
{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
]
}
+22 -3
View File
@@ -17,9 +17,9 @@ set(SRC_FILES
src/gamematrix.cpp
)
#set(INCLUDE_DIRS
# ${CMAKE_CURRENT_LIST_DIR}/linux
#)
set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/includes
)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
@@ -42,3 +42,22 @@ if (APPLE)
target_link_libraries(Prog3B "-framework Cocoa")
target_link_libraries(Prog3B "-framework OpenGL")
endif()
add_executable(tests
${CMAKE_CURRENT_LIST_DIR}/src/tests.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
)
target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
target_link_libraries(tests PRIVATE
opengl32
gdi32
winmm
)
if (APPLE)
target_link_libraries(Prog3B PRIVATE "-framework IOKit")
target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
endif()
Submodule
+1
Submodule Prog3b_651 added at 2170001875
+20
View File
@@ -0,0 +1,20 @@
Projekt: .wuerfelmemory
Datum: 03.11.2025
Team(Rollen):Projektleiter: Alina.B
Architekt: Alex.S
Entwickler: Tomila.B
Tester: Elisa.S
1.Projektziel:
| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
|---------------|------------------------------------|-----------------------|----------------------------------------|
| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | |
| translate | 3D Vektor | 4x4 Matrix | |
| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix | |
Dokumentation:
+15 -15
View File
@@ -1,6 +1,7 @@
#include "raylib.h"
#include "gamecube.h"
gamecube::gamecube(const Vec3 &pos, Color col)
gamecube::gamecube(const Vec3& pos, Color col)
: position(pos), color(col) {}
void gamecube::Update(float flipSpeed)
@@ -27,8 +28,8 @@ void gamecube::Update(float flipSpeed)
}
}
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
bool gamecube::IsFlipped() const { return flipped; }
bool gamecube::IsMatched() const { return matched; }
@@ -38,29 +39,28 @@ void gamecube::Draw() const
{
rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
auto matrix_a = Matrix3D::gameMatrix::translate(
{ position.x, position.y, position.z }
);
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
// Matrizen multiplizieren (Translation * Rotation)
auto model = gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix
float f[16];
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY);
DrawCube({ 0, 0, 0 }, 1, 1, 1, GRAY);
else
DrawCube({0,0,0}, 1,1,1, color);
DrawCube({ 0, 0, 0 }, 1, 1, 1, color);
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
DrawCubeWires({ 0, 0, 0 }, 1, 1, 1, BLACK);
rlPopMatrix();
}
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
+11 -12
View File
@@ -37,9 +37,9 @@ namespace Matrix3D
{
Mat4 result = identity();
result[0][3] = pos[0]; // x
result[1][3] = pos[1]; // y
result[2][3] = pos[2]; // z
result[0][3] = pos[0];
result[1][3] = pos[1];
result[2][3] = pos[2];
return result;
}
@@ -56,16 +56,16 @@ namespace Matrix3D
switch (axis)
{
case 'x':
result[1][1] = c; result[1][2] = -s;
result[2][1] = s; result[2][2] = c;
result[1][1] = c; result[1][2] = -s;
result[2][1] = s; result[2][2] = c;
break;
case 'y':
result[0][0] = c; result[0][2] = s;
result[0][0] = c; result[0][2] = s;
result[2][0] = -s; result[2][2] = c;
break;
case 'z':
result[0][0] = c; result[0][1] = -s;
result[1][0] = s; result[1][1] = c;
result[0][0] = c; result[0][1] = -s;
result[1][0] = s; result[1][1] = c;
break;
default:
break;
@@ -80,7 +80,7 @@ namespace Matrix3D
Vec3 operator*(const Mat4& m, const Vec3& v)
{
Vec4 v_hom = {v[0], v[1], v[2], 1.0};
Vec4 v_hom = { v[0], v[1], v[2], 1.0 };
Vec4 res_hom = {};
for (int i = 0; i < 4; ++i)
@@ -91,7 +91,6 @@ namespace Matrix3D
}
}
return {res_hom[0], res_hom[1], res_hom[2]};
return { res_hom[0], res_hom[1], res_hom[2] };
}
}
}
+175 -84
View File
@@ -1,136 +1,227 @@
#include "gamecube.h"
#include "raylib.h"
#include <algorithm>
#include <ctime>
#include <vector>
#include <cstdio>
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
int main()
enum GameScreen { MENU = 0, GAMEPLAY };
void SetupGame(std::vector<gamecube>& cubes, int pairs)
{
// Zufall initialisieren
srand(time(NULL));
cubes.clear();
// Fenster und Kamera
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60);
Color colors[] = { RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE };
Camera3D camera{};
camera.position = {6.0f, 6.0f, 6.0f};
camera.target = {0.0f, 0.0f, 0.0f};
camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
int count = pairs * 2;
int cols = (count > 6) ? 4 : 3;
int rows = (count > 6) ? 3 : 2;
// Nur 3 Farben für 3 Paare
Color colors[] = { RED, GREEN, BLUE };
std::vector<Vec3> positions;
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++;
}
}
// 6 Karten-Positionen im 3x2 Raster
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
// Farben doppelt in einen Pool legen und mischen
std::vector<Color> colorPool;
for (int i = 0; i < 3; i++)
for (int i = 0; i < pairs; ++i)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
// Fisher-Yates Shuffle mit rand()
for (int i = colorPool.size() - 1; i > 0; --i)
// Shuffle
for (int i = (int)colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
int j = rand() % (i + 1);
std::swap(colorPool[i], colorPool[j]);
}
// Karten/Würfel erstellen
std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
for (int i = 0; i < count; ++i)
cubes.emplace_back(positions[i], colorPool[i]);
}
int main()
{
srand((unsigned)time(nullptr));
InitWindow(800, 600, "3D Memory Game");
SetTargetFPS(60);
Camera3D camera{};
camera.position = { 6.0f, 6.0f, 6.0f };
camera.target = { 0.0f, 0.0f, 0.0f };
camera.up = { 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
GameScreen currentScreen = MENU;
std::vector<gamecube> cubes;
gamecube* first = nullptr;
gamecube* second = nullptr;
float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false;
// -----------------------------------------------------------
// Hauptspielschleife
// -----------------------------------------------------------
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())
{
// Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
// ---------------- UPDATE ----------------
switch (currentScreen)
{
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
case MENU:
{
if (!c.IsFlipped() && !c.IsMatched())
if (IsKeyPressed(KEY_THREE))
{
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
c.FlipForward();
selectedPairs = 3;
SetupGame(cubes, selectedPairs);
currentScreen = GAMEPLAY;
gameWon = false;
first = second = nullptr;
timerStarted = false;
}
else if (IsKeyPressed(KEY_SIX))
{
selectedPairs = 6;
SetupGame(cubes, selectedPairs);
currentScreen = GAMEPLAY;
gameWon = false;
first = second = nullptr;
timerStarted = false;
}
break;
}
case GAMEPLAY:
{
if (!timerStarted)
{
startTime = GetTime();
timerStarted = true;
}
// Klick-Erkennung mit Ray
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && second == nullptr)
{
Ray ray = GetMouseRay(GetMousePosition(), camera);
gamecube* hit = nullptr;
float bestDist = 1e9f;
for (auto& c : cubes)
{
if (c.IsMatched() || c.IsFlipped()) continue;
Vec3 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;
hit = &c;
}
}
if (hit)
{
if (!first)
{
first = hit;
first->FlipForward();
}
else if (hit != first)
{
second = hit;
second->FlipForward();
}
}
}
// Animation
for (auto& c : cubes)
c.Update(flipSpeed);
// Matching
if (first && second && first->IsFlipped() && second->IsFlipped())
{
if (first->GetColor().r == second->GetColor().r &&
first->GetColor().g == second->GetColor().g &&
first->GetColor().b == second->GetColor().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;
}
}
// Animation aller Würfel
for (auto &c : cubes)
{
c.Update(flipSpeed);
// ---------------- DRAW ----------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Sobald ein Würfel vollständig umgedreht ist → merken
if (c.IsFlipped() && !c.IsMatched())
{
if (!first) first = &c;
else if (!second && &c != first) second = &c;
}
if (currentScreen == 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);
}
// Matching-Logik
if (first && second)
else
{
Color col1 = first->GetColor();
Color col2 = second->GetColor();
BeginMode3D(camera);
for (auto& c : cubes) c.Draw();
EndMode3D();
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
if (gameWon)
{
first->SetMatched(true);
second->SetMatched(true);
char buf[64];
sprintf(buf, "Gewonnen in %.2f Sekunden", endTime);
DrawText(buf, 150, 260, 30, DARKGREEN);
}
else
{
first->FlipBackward();
second->FlipBackward();
char buf[64];
sprintf(buf, "Time: %.2f", GetTime() - startTime);
DrawText(buf, 10, 10, 20, DARKGRAY);
}
first = second = nullptr;
}
// Gewinnprüfung
if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
// -----------------------------------------------------------
// Zeichnen
// -----------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
for (auto &c : cubes)
c.Draw();
EndMode3D();
if (gameWon)
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}
}
+6 -6
View File
@@ -31,7 +31,7 @@ Vec3 applyMatrix(const Matrix4& M, const Vec3& v) {
void testMatmulIdentity() {
Matrix4 A = identity();
Matrix4 B = identity();
Matrix4 C = gameMatrix::matmul(A, B);
Matrix4 C = Matrix3D::gameMatrix::matmul(A, B);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
@@ -48,7 +48,7 @@ void testMatmulIdentity() {
void testTranslate() {
Vec3 pos{1,2,3};
Matrix4 T = gameMatrix::translate(pos);
Matrix4 T = Matrix3D::gameMatrix::translate(pos);
if (eq(T[0][3], 1) && eq(T[1][3], 2) && eq(T[2][3], 3))
std::cout << "[OK] translate\n";
@@ -58,7 +58,7 @@ void testTranslate() {
void testRotZ90() {
Vec3 v{1,0,0};
Matrix4 R = gameMatrix::rot3D(90, 'z');
Matrix4 R = Matrix3D::gameMatrix::rot3D(90, 'z');
Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], 1) && eq(r[2], 0))
@@ -69,7 +69,7 @@ void testRotZ90() {
void testRotX180() {
Vec3 v{0,1,0};
Matrix4 R = gameMatrix::rot3D(180, 'x');
Matrix4 R = Matrix3D::gameMatrix::rot3D(180, 'x');
Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], -1) && eq(r[2], 0))
@@ -80,10 +80,10 @@ void testRotX180() {
void testRotY270() {
Vec3 v{1,0,0};
Matrix4 R = gameMatrix::rot3D(270, 'y');
Matrix4 R = Matrix3D::gameMatrix::rot3D(270, 'y');
Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], 0) && eq(r[2], -1))
if (eq(r[0], 0) && eq(r[1], 0) && eq(r[2], 1))
std::cout << "[OK] rotY 270°\n";
else
std::cout << "[FAIL] rotY 270°\n";