15 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
8 changed files with 221 additions and 131 deletions
Vendored
BIN
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+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
-8
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@@ -1,8 +0,0 @@
# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
Generated
-4
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@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings" defaultProject="true" />
</project>
-10
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@@ -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": [
]
}
+9 -9
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@@ -1,6 +1,7 @@
#include "raylib.h"
#include "gamecube.h" #include "gamecube.h"
gamecube::gamecube(const Vec3 &pos, Color col) gamecube::gamecube(const Vec3& pos, Color col)
: position(pos), color(col) {} : position(pos), color(col) {}
void gamecube::Update(float flipSpeed) void gamecube::Update(float flipSpeed)
@@ -38,26 +39,25 @@ void gamecube::Draw() const
{ {
rlPushMatrix(); rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen auto matrix_a = Matrix3D::gameMatrix::translate(
auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z}); { position.x, position.y, position.z }
);
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y'); auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
// Matrizen multiplizieren (Translation * Rotation)
auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b); auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix
float f[16]; float f[16];
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++) for (int j = 0; j < 4; j++)
f[j * 4 + i] = model[i][j]; f[j * 4 + i] = model[i][j];
rlMultMatrixf(f); rlMultMatrixf(f);
if (rotation < 90.0f) if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY); DrawCube({ 0, 0, 0 }, 1, 1, 1, GRAY);
else 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(); rlPopMatrix();
} }
+5 -6
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@@ -37,9 +37,9 @@ namespace Matrix3D
{ {
Mat4 result = identity(); Mat4 result = identity();
result[0][3] = pos[0]; // x result[0][3] = pos[0];
result[1][3] = pos[1]; // y result[1][3] = pos[1];
result[2][3] = pos[2]; // z result[2][3] = pos[2];
return result; return result;
} }
@@ -80,7 +80,7 @@ namespace Matrix3D
Vec3 operator*(const Mat4& m, const Vec3& v) 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 = {}; Vec4 res_hom = {};
for (int i = 0; i < 4; ++i) 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] };
} }
} }
+158 -67
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@@ -1,99 +1,169 @@
#include "gamecube.h" #include "gamecube.h"
#include "raylib.h"
#include <algorithm> #include <algorithm>
#include <ctime> #include <ctime>
#include <vector>
#include <cstdio>
// ----------------------------------------------------------- // -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm // 3D Memory Game – Hauptprogramm
// ----------------------------------------------------------- // -----------------------------------------------------------
int main()
enum GameScreen { MENU = 0, GAMEPLAY };
void SetupGame(std::vector<gamecube>& cubes, int pairs)
{ {
// Zufall initialisieren cubes.clear();
srand(time(NULL));
// Fenster und Kamera Color colors[] = { RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE };
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60);
Camera3D camera{}; int count = pairs * 2;
camera.position = {6.0f, 6.0f, 6.0f}; int cols = (count > 6) ? 4 : 3;
camera.target = {0.0f, 0.0f, 0.0f}; int rows = (count > 6) ? 3 : 2;
camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Nur 3 Farben für 3 Paare std::vector<Vec3> positions;
Color colors[] = { RED, GREEN, BLUE }; 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; 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]);
colorPool.push_back(colors[i]); colorPool.push_back(colors[i]);
} }
// Fisher-Yates Shuffle mit rand() // Shuffle
for (int i = colorPool.size() - 1; i > 0; --i) 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]); std::swap(colorPool[i], colorPool[j]);
} }
// Karten/Würfel erstellen for (int i = 0; i < count; ++i)
std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
cubes.emplace_back(positions[i], colorPool[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* first = nullptr;
gamecube* second = nullptr; gamecube* second = nullptr;
float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false;
// ----------------------------------------------------------- int selectedPairs = 3;
// Hauptspielschleife 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())
{ {
// Klick-Erkennung // ---------------- UPDATE ----------------
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) switch (currentScreen)
{ {
Vector2 mouse = GetMousePosition(); case MENU:
{
if (IsKeyPressed(KEY_THREE))
{
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;
}
for (auto &c : cubes) case GAMEPLAY:
{ {
if (!c.IsFlipped() && !c.IsMatched()) if (!timerStarted)
{ {
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera); startTime = GetTime();
timerStarted = true;
}
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40) // Klick-Erkennung mit Ray
c.FlipForward(); 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 aller Würfel // Animation
for (auto &c : cubes) for (auto& c : cubes)
{
c.Update(flipSpeed); c.Update(flipSpeed);
// Sobald ein Würfel vollständig umgedreht ist → merken // Matching
if (c.IsFlipped() && !c.IsMatched()) if (first && second && first->IsFlipped() && second->IsFlipped())
{ {
if (!first) first = &c; if (first->GetColor().r == second->GetColor().r &&
else if (!second && &c != first) second = &c; first->GetColor().g == second->GetColor().g &&
} first->GetColor().b == second->GetColor().b)
}
// Matching-Logik
if (first && second)
{
Color col1 = first->GetColor();
Color col2 = second->GetColor();
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);
@@ -104,29 +174,50 @@ int main()
second->FlipBackward(); second->FlipBackward();
} }
first = second = nullptr; first = nullptr;
second = nullptr;
} }
// Gewinnprüfung
if (!gameWon) if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); }); {
gameWon = std::all_of(cubes.begin(), cubes.end(),
[](const gamecube& c){ return c.IsMatched(); });
if (gameWon)
endTime = GetTime() - startTime;
}
break;
}
}
// ----------------------------------------------------------- // ---------------- DRAW ----------------
// Zeichnen
// -----------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
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);
}
else
{
BeginMode3D(camera); BeginMode3D(camera);
for (auto& c : cubes) c.Draw();
for (auto &c : cubes)
c.Draw();
EndMode3D(); EndMode3D();
if (gameWon) if (gameWon)
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE); {
char buf[64];
sprintf(buf, "Gewonnen in %.2f Sekunden", endTime);
DrawText(buf, 150, 260, 30, DARKGREEN);
}
else else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY); {
char buf[64];
sprintf(buf, "Time: %.2f", GetTime() - startTime);
DrawText(buf, 10, 10, 20, DARKGRAY);
}
}
EndDrawing(); EndDrawing();
} }