Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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9dd561aece | ||
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861bd8e8a3 | ||
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298f046dde |
1
.gitignore
vendored
1
.gitignore
vendored
@ -1 +0,0 @@
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||||
.idea/
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||||
8
.idea/.gitignore
generated
vendored
8
.idea/.gitignore
generated
vendored
@ -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
|
||||
4
.idea/vcs.xml
generated
4
.idea/vcs.xml
generated
@ -1,4 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings" defaultProject="true" />
|
||||
</project>
|
||||
@ -8,51 +8,28 @@ set(CMAKE_CXX_STANDARD 20)
|
||||
|
||||
# Set the default build type if not specified
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
|
||||
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
|
||||
endif()
|
||||
|
||||
set(SRC_FILES
|
||||
src/main.cpp
|
||||
src/gamecube.cpp
|
||||
src/gamematrix.cpp
|
||||
${CMAKE_CURRENT_LIST_DIR}/main.cpp
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||||
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
|
||||
)
|
||||
|
||||
set(INCLUDE_DIRS
|
||||
${CMAKE_CURRENT_LIST_DIR}/includes
|
||||
${CMAKE_CURRENT_LIST_DIR}/linux
|
||||
)
|
||||
|
||||
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
|
||||
#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
||||
target_include_directories(Prog3B PRIVATE
|
||||
${CMAKE_CURRENT_LIST_DIR}/includes
|
||||
${CMAKE_CURRENT_LIST_DIR}/raylib
|
||||
)
|
||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
|
||||
#${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
|
||||
${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
|
||||
|
||||
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
|
||||
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
|
||||
)
|
||||
|
||||
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
|
||||
if (APPLE)
|
||||
target_link_libraries(Prog3B PRIVATE "-framework IOKit"
|
||||
"-framework Cocoa"
|
||||
"-framework OpenGL"
|
||||
)
|
||||
target_link_libraries(Prog3B "-framework IOKit")
|
||||
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)
|
||||
|
||||
#if (APPLE)
|
||||
#target_link_libraries(Prog3B PRIVATE "-framework IOKit")
|
||||
#target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
|
||||
#target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
|
||||
|
||||
#endif()
|
||||
|
||||
|
||||
@ -1 +0,0 @@
|
||||
Subproject commit 21700018752d7b19e3c2642707b1c1b06e2f3d84
|
||||
75
design.txt
Normal file
75
design.txt
Normal file
@ -0,0 +1,75 @@
|
||||
|
||||
Eine Mücke
|
||||
|
||||
|
||||
========================================================
|
||||
Projekt: gamematrix (C++ Library)
|
||||
Rolle: Architekt
|
||||
Datei: design.txt
|
||||
Datum: 16.11.25
|
||||
Team:bhattial100541
|
||||
========================================================
|
||||
|
||||
# ----------------------------
|
||||
# 1. Projektstruktur / Namespace
|
||||
# ----------------------------
|
||||
Namespace: Matrix3D
|
||||
|
||||
Ziel: Saubere Trennung der Bibliothek, Vermeidung von Namenskonflikten.
|
||||
|
||||
Beispiel:
|
||||
namespace Matrix3D {
|
||||
// Funktionen, ggf Klasse(n)
|
||||
}
|
||||
|
||||
# ----------------------------
|
||||
# 2. Datenstrukturen / Klassen
|
||||
# ----------------------------
|
||||
Listen Sie die Klassen oder Structs auf, die verwendet werden:
|
||||
|
||||
Name Typ Beschreibung
|
||||
Vec3 struct Vec3 (z.B. std::array<double, 3>) 3D-Vektor (x, y, z)
|
||||
Mat4 std::array<std::array<double,4>,4> 4x4-Matrix (homogen)
|
||||
Vec4 struct Vec4 (z.B. std::array<double, 4>) 4D-Vektor (Homogene Koordinaten)
|
||||
gameMatrix class gameMatrix (Container für statische Methoden) Statische Klasse zur Erzeugung von Transformationsmatrizen
|
||||
# ----------------------------
|
||||
# 3. Operatoren / Templates
|
||||
# ----------------------------
|
||||
Welche Operatoren oder Templates sollen definiert werden?
|
||||
|
||||
- Templates für unterschiedliche Datentypen? ☐ Nein
|
||||
- Operatoren:
|
||||
- Mat4 * Mat4(Matrix-Matrix-Multiplikation)
|
||||
- Mat4 * Vec3(Matrix-Vektor-Multiplikation unter Nutzung homogener Koordinaten)
|
||||
|
||||
# ----------------------------
|
||||
# 4. Funktionen / Schnittstellen
|
||||
# ----------------------------
|
||||
Liste der Funktionen mit Eingabe/Ausgabe und kurzer Beschreibung:
|
||||
|
||||
Funktion Eingabe Ausgabe Kurzbeschreibung
|
||||
matmul const Mat4& A, const Mat4& B Mat4 Matrixmultiplikation 4x4
|
||||
translate const Vec3& pos Mat4 Erzeugt eine Verschiebungstransformationsmatrix
|
||||
rot3D double angle_deg, char axis ('x', 'y', 'z') Mat4 Erzeugt eine Rotationsmatrix um Achse x/y/z
|
||||
identity --- Mat4 Erzeugt die 4x4-Identitätsmatrix
|
||||
operator* const Mat4& m, const Vec3& v Vec3 Multipliziert Matrizen mit 3D-Vektoren (Homogen-Adapter)
|
||||
|
||||
# ----------------------------
|
||||
# 5. Designentscheidungen / Hinweise
|
||||
# ----------------------------
|
||||
- Rückgabe der Matrizen per Wert oder Referenz? Wert(Transformationsmatrizen, da diese neu erzeugt werden und Copy Elision durch moderne Compiler optimiert werden kann)
|
||||
- Verwendung von std::array oder std::vector? std::array(bessere Performance und speichereffizienter als std::vector)
|
||||
- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja
|
||||
- Weitere Designüberlegungen: Klasse gameMatrix dient als Utility Class, sollte keine eigene zustände besitzen, daher Funktionen sind static implementiert, folgt den OCP principle
|
||||
|
||||
# ----------------------------
|
||||
# 6. Deliverables / Milestones
|
||||
# ----------------------------
|
||||
- design.txt fertig und im Branch architect committed
|
||||
- Übergabe an Entwickler für Implementierung
|
||||
|
||||
========================================================
|
||||
Hinweis:
|
||||
- Dieses Dokument dient als Grundlage für die Implementierung.
|
||||
- Alle Designentscheidungen sollen klar nachvollziehbar sein.
|
||||
========================================================
|
||||
@ -1,20 +0,0 @@
|
||||
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:
|
||||
|
||||
@ -39,11 +39,11 @@ void gamecube::Draw() const
|
||||
rlPushMatrix();
|
||||
|
||||
// Matrizen für Rotation und Translation erzeugen
|
||||
auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
|
||||
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
|
||||
|
||||
// Matrizen multiplizieren (Translation * Rotation)
|
||||
auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
|
||||
auto model = gameMatrix::matmul(matrix_a, matrix_b);
|
||||
|
||||
// transform for raylib matrix
|
||||
float f[16];
|
||||
19
gamematrix.h
Normal file
19
gamematrix.h
Normal file
@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <stdexcept>
|
||||
#include <cmath>
|
||||
|
||||
class gameMatrix
|
||||
{
|
||||
public:
|
||||
// Matrix Multiplikation
|
||||
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A,
|
||||
const std::array<std::array<double,4>,4>& B);
|
||||
|
||||
// Rotationsmatrix um Achse x/y/z
|
||||
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
|
||||
|
||||
// Verschiebung
|
||||
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
|
||||
};
|
||||
@ -1,23 +0,0 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <stdexcept>
|
||||
#include <cmath>
|
||||
|
||||
namespace Matrix3D
|
||||
{
|
||||
using Vec3 = std::array<double, 3>;
|
||||
using Vec4 = std::array<double, 4>;
|
||||
using Mat4 = std::array<std::array<double, 4>, 4>;
|
||||
|
||||
class gameMatrix
|
||||
{
|
||||
public:
|
||||
static Mat4 identity();
|
||||
static Mat4 matmul(const Mat4& A, const Mat4& B);
|
||||
static Mat4 translate(const Vec3& pos);
|
||||
static Mat4 rot3D(double angle_deg, char axis);
|
||||
};
|
||||
Mat4 operator*(const Mat4& A, const Mat4& B);
|
||||
Vec3 operator*(const Mat4& m, const Vec3& v);
|
||||
}
|
||||
136
main.cpp
Normal file
136
main.cpp
Normal file
@ -0,0 +1,136 @@
|
||||
#include "gamecube.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// 3D Memory Game – Hauptprogramm
|
||||
// -----------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
// Zufall initialisieren
|
||||
srand(time(NULL));
|
||||
|
||||
// Fenster und Kamera
|
||||
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
|
||||
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;
|
||||
|
||||
// Nur 3 Farben für 3 Paare
|
||||
Color colors[] = { RED, GREEN, BLUE };
|
||||
|
||||
// 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++)
|
||||
{
|
||||
colorPool.push_back(colors[i]);
|
||||
colorPool.push_back(colors[i]);
|
||||
}
|
||||
|
||||
// Fisher-Yates Shuffle mit rand()
|
||||
for (int i = colorPool.size() - 1; i > 0; --i)
|
||||
{
|
||||
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
|
||||
std::swap(colorPool[i], colorPool[j]);
|
||||
}
|
||||
|
||||
// Karten/Würfel erstellen
|
||||
std::vector<gamecube> cubes;
|
||||
for (int i = 0; i < 6; i++)
|
||||
cubes.emplace_back(positions[i], colorPool[i]);
|
||||
|
||||
gamecube* first = nullptr;
|
||||
gamecube* second = nullptr;
|
||||
float flipSpeed = 5.0f; // Drehgeschwindigkeit
|
||||
bool gameWon = false;
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Hauptspielschleife
|
||||
// -----------------------------------------------------------
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Klick-Erkennung
|
||||
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
if (!c.IsFlipped() && !c.IsMatched())
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Animation aller Würfel
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
c.Update(flipSpeed);
|
||||
|
||||
// Sobald ein Würfel vollständig umgedreht ist → merken
|
||||
if (c.IsFlipped() && !c.IsMatched())
|
||||
{
|
||||
if (!first) first = &c;
|
||||
else if (!second && &c != first) second = &c;
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
second->SetMatched(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
first->FlipBackward();
|
||||
second->FlipBackward();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
@ -1,97 +0,0 @@
|
||||
//
|
||||
// Created by bakee on 03.11.2025.
|
||||
//
|
||||
#include "gamematrix.h"
|
||||
#include <cmath>
|
||||
|
||||
namespace Matrix3D
|
||||
{
|
||||
Mat4 gameMatrix::identity()
|
||||
{
|
||||
return {{
|
||||
{1.0, 0.0, 0.0, 0.0},
|
||||
{0.0, 1.0, 0.0, 0.0},
|
||||
{0.0, 0.0, 1.0, 0.0},
|
||||
{0.0, 0.0, 0.0, 1.0}
|
||||
}};
|
||||
}
|
||||
|
||||
Mat4 gameMatrix::matmul(const Mat4& A, const Mat4& B)
|
||||
{
|
||||
const int N = 4;
|
||||
Mat4 result = {};
|
||||
for (int i = 0; i < N; ++i)
|
||||
{
|
||||
for (int j = 0; j < N; ++j)
|
||||
{
|
||||
for (int k = 0; k < N; ++k)
|
||||
{
|
||||
result[i][j] += A[i][k] * B[k][j];
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
Mat4 gameMatrix::translate(const Vec3& pos)
|
||||
{
|
||||
Mat4 result = identity();
|
||||
|
||||
result[0][3] = pos[0]; // x
|
||||
result[1][3] = pos[1]; // y
|
||||
result[2][3] = pos[2]; // z
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Mat4 gameMatrix::rot3D(double angle_deg, char axis)
|
||||
{
|
||||
const double angle_rad = angle_deg * M_PI / 180.0;
|
||||
|
||||
Mat4 result = identity();
|
||||
|
||||
const double c = std::cos(angle_rad);
|
||||
const double s = std::sin(angle_rad);
|
||||
|
||||
switch (axis)
|
||||
{
|
||||
case 'x':
|
||||
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[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;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
Mat4 operator*(const Mat4& A, const Mat4& B)
|
||||
{
|
||||
return gameMatrix::matmul(A, B);
|
||||
}
|
||||
|
||||
Vec3 operator*(const Mat4& m, const Vec3& v)
|
||||
{
|
||||
Vec4 v_hom = {v[0], v[1], v[2], 1.0};
|
||||
Vec4 res_hom = {};
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
for (int j = 0; j < 4; ++j)
|
||||
{
|
||||
res_hom[i] += m[i][j] * v_hom[j];
|
||||
}
|
||||
}
|
||||
|
||||
return {res_hom[0], res_hom[1], res_hom[2]};
|
||||
}
|
||||
|
||||
}
|
||||
370
src/main.cpp
370
src/main.cpp
@ -1,370 +0,0 @@
|
||||
#include "gamecube.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
#include <vector>
|
||||
#include "raylib.h" // Stellen Sie sicher, dass raylib.h hier oder in gamecube.h inkludiert ist
|
||||
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// 3D Memory Game – Hauptprogramm
|
||||
// -----------------------------------------------------------
|
||||
|
||||
enum GameScreen {MENU = 0, GAMEPLAY};
|
||||
|
||||
|
||||
void SetupGame(std::vector<gamecube>& cubes, int pairs)
|
||||
{
|
||||
cubes.clear();
|
||||
Color colors[] = {RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE};
|
||||
std::vector<Vec3> positions;
|
||||
|
||||
int count = pairs * 2;
|
||||
int cols = 3;
|
||||
int rows = 2;
|
||||
if (count > 6) {
|
||||
cols = 4;
|
||||
rows = 3;
|
||||
}
|
||||
int index = 0;
|
||||
// Generiert Positionen basierend auf der Größe
|
||||
for (int r = 0; r < rows && index < count; ++r) {
|
||||
for (int c = 0; c < cols && index < count; ++c) {
|
||||
// Zentriert die Würfel um (0,0,0)
|
||||
positions.push_back({(float)c * 2.0f - (cols -1 ), 0.0f, (float)r * 2.0f - (rows -1)});
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<Color> colorPool;
|
||||
for (int i = 0; i < pairs; i++) {
|
||||
colorPool.push_back(colors[i]);
|
||||
colorPool.push_back(colors[i]);
|
||||
}
|
||||
|
||||
// Fisher-Yates Shuffle
|
||||
for (int i= colorPool.size() -1; i > 0; --i) {
|
||||
int j = rand() % (i + 1);
|
||||
std::swap(colorPool[i], colorPool[j]);
|
||||
}
|
||||
|
||||
// Würfel erstellen
|
||||
for (int i = 0; i < count; i++)
|
||||
cubes.emplace_back(positions[i], colorPool[i]);
|
||||
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
// Zufall initialisieren#include "gamecube.h"
|
||||
//#include <algorithm>
|
||||
//#include <ctime>
|
||||
//
|
||||
//// -----------------------------------------------------------
|
||||
//// 3D Memory Game – Hauptprogramm
|
||||
//// -----------------------------------------------------------
|
||||
//int main()
|
||||
//{
|
||||
// // Zufall initialisieren
|
||||
// srand(time(NULL));
|
||||
//
|
||||
// // Fenster und Kamera
|
||||
// InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
|
||||
// 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;
|
||||
//
|
||||
// // Nur 3 Farben für 3 Paare
|
||||
// Color colors[] = { RED, GREEN, BLUE };
|
||||
//
|
||||
// // 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++)
|
||||
// {
|
||||
// colorPool.push_back(colors[i]);
|
||||
// colorPool.push_back(colors[i]);
|
||||
// }
|
||||
//
|
||||
// // Fisher-Yates Shuffle mit rand()
|
||||
// for (int i = colorPool.size() - 1; i > 0; --i)
|
||||
// {
|
||||
// int j = rand() % (i + 1); // Zufallsindex von 0 bis i
|
||||
// std::swap(colorPool[i], colorPool[j]);
|
||||
// }
|
||||
//
|
||||
// // Karten/Würfel erstellen
|
||||
// std::vector<gamecube> cubes;
|
||||
// for (int i = 0; i < 6; i++)
|
||||
// cubes.emplace_back(positions[i], colorPool[i]);
|
||||
//
|
||||
// gamecube* first = nullptr;
|
||||
// gamecube* second = nullptr;
|
||||
// float flipSpeed = 5.0f; // Drehgeschwindigkeit
|
||||
// bool gameWon = false;
|
||||
//
|
||||
// // -----------------------------------------------------------
|
||||
// // Hauptspielschleife
|
||||
// // -----------------------------------------------------------
|
||||
// while (!WindowShouldClose())
|
||||
// {
|
||||
// // Klick-Erkennung
|
||||
// if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
// {
|
||||
// Vector2 mouse = GetMousePosition();
|
||||
//
|
||||
// for (auto &c : cubes)
|
||||
// {
|
||||
// if (!c.IsFlipped() && !c.IsMatched())
|
||||
// {
|
||||
// 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();
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// // Animation aller Würfel
|
||||
// for (auto &c : cubes)
|
||||
// {
|
||||
// c.Update(flipSpeed);
|
||||
//
|
||||
// // Sobald ein Würfel vollständig umgedreht ist → merken
|
||||
// if (c.IsFlipped() && !c.IsMatched())
|
||||
// {
|
||||
// if (!first) first = &c;
|
||||
// else if (!second && &c != first) second = &c;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// // 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);
|
||||
// second->SetMatched(true);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// first->FlipBackward();
|
||||
// second->FlipBackward();
|
||||
// }
|
||||
//
|
||||
// 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;
|
||||
//}
|
||||
srand(time(NULL));
|
||||
double startTime = 0.0;
|
||||
double endTime = 0.0;
|
||||
bool timerStarted = false;
|
||||
|
||||
GameScreen currentScreen = MENU;
|
||||
int selectedPairs = 3;
|
||||
|
||||
// 1. SPIELSPEZIFISCHE VARIABLEN HIER DEKLARIEREN (ohne Initialisierung)
|
||||
std::vector<gamecube> cubes;
|
||||
gamecube* first = nullptr;
|
||||
gamecube* second = nullptr;
|
||||
float flipSpeed = 5.0f; // Drehgeschwindigkeit
|
||||
bool gameWon = false;
|
||||
|
||||
// Fenster und Kamera
|
||||
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
|
||||
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;
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Hauptspielschleife
|
||||
// -----------------------------------------------------------
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// -------------------------------------------------------
|
||||
// UPDATE-LOGIK NACH ZUSTAND
|
||||
// -------------------------------------------------------
|
||||
switch (currentScreen)
|
||||
{
|
||||
case MENU:
|
||||
{
|
||||
// Menü-Abfrage: Auf Tastendruck warten
|
||||
if (IsKeyPressed(KEY_THREE)) {
|
||||
selectedPairs = 3; // 6 Würfel
|
||||
SetupGame(cubes, selectedPairs);
|
||||
gameWon = false;
|
||||
first = second = nullptr;
|
||||
currentScreen = GAMEPLAY;
|
||||
timerStarted = false; // Timer-Reset
|
||||
} else if (IsKeyPressed(KEY_SIX)) {
|
||||
selectedPairs = 6; // 12 Würfel
|
||||
SetupGame(cubes, selectedPairs);
|
||||
gameWon = false;
|
||||
first = second = nullptr;
|
||||
currentScreen = GAMEPLAY;
|
||||
timerStarted = false; // Timer-Reset
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case GAMEPLAY:
|
||||
{
|
||||
// Timer starten
|
||||
if (!timerStarted)
|
||||
{
|
||||
startTime = GetTime();
|
||||
timerStarted = true;
|
||||
}
|
||||
|
||||
// Klick-Erkennung
|
||||
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
if (!c.IsFlipped() && !c.IsMatched())
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Animation aller Würfel
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
c.Update(flipSpeed);
|
||||
if (c.IsFlipped() && !c.IsMatched())
|
||||
{
|
||||
if (!first) first = &c;
|
||||
else if (!second && &c != first) second = &c;
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
second->SetMatched(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
first->FlipBackward();
|
||||
second->FlipBackward();
|
||||
}
|
||||
first = second = nullptr;
|
||||
}
|
||||
|
||||
// Gewinnprüfung
|
||||
if (!gameWon)
|
||||
{
|
||||
// Prüft, ob ALLE Würfel gematcht sind
|
||||
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
|
||||
if (gameWon)
|
||||
{
|
||||
endTime = GetTime() - startTime;
|
||||
}
|
||||
}
|
||||
break;
|
||||
} // ENDE GAMEPLAY UPDATE
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// ZEICHNEN NACH ZUSTAND
|
||||
// -----------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch (currentScreen)
|
||||
{
|
||||
case MENU:
|
||||
{
|
||||
// Menü-Darstellung
|
||||
DrawText("3D MEMORY SPIEL", GetScreenWidth() / 2 - MeasureText("3D MEMORY SPIEL", 50) / 2, 80, 50, DARKGRAY);
|
||||
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;
|
||||
}
|
||||
|
||||
case GAMEPLAY:
|
||||
{
|
||||
// Spiel-Darstellung
|
||||
BeginMode3D(camera);
|
||||
|
||||
for (auto &c : cubes)
|
||||
c.Draw();
|
||||
|
||||
EndMode3D();
|
||||
|
||||
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;
|
||||
} // ENDE GAMEPLAY DRAW
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
@ -1,99 +0,0 @@
|
||||
#include <iostream>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include "gamematrix.h"
|
||||
|
||||
using Matrix4 = std::array<std::array<double,4>,4>;
|
||||
using Vec3 = std::array<double,3>;
|
||||
|
||||
bool eq(double a, double b) {
|
||||
return std::fabs(a - b) < 0.0001;
|
||||
}
|
||||
|
||||
Matrix4 identity() {
|
||||
Matrix4 I{};
|
||||
for (int i = 0; i < 4; i++) {
|
||||
I[i][i] = 1.0;
|
||||
}
|
||||
return I;
|
||||
}
|
||||
|
||||
Vec3 applyMatrix(const Matrix4& M, const Vec3& v) {
|
||||
Vec3 r{0,0,0};
|
||||
|
||||
r[0] = M[0][0]*v[0] + M[0][1]*v[1] + M[0][2]*v[2] + M[0][3];
|
||||
r[1] = M[1][0]*v[0] + M[1][1]*v[1] + M[1][2]*v[2] + M[1][3];
|
||||
r[2] = M[2][0]*v[0] + M[2][1]*v[1] + M[2][2]*v[2] + M[2][3];
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
void testMatmulIdentity() {
|
||||
Matrix4 A = identity();
|
||||
Matrix4 B = identity();
|
||||
Matrix4 C = Matrix3D::gameMatrix::matmul(A, B);
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
double expected = (i == j ? 1.0 : 0.0);
|
||||
if (!eq(C[i][j], expected)) {
|
||||
std::cout << "[FAIL] matmul Identity\n";
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "[OK] matmul Identity\n";
|
||||
}
|
||||
|
||||
void testTranslate() {
|
||||
Vec3 pos{1,2,3};
|
||||
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";
|
||||
else
|
||||
std::cout << "[FAIL] translate\n";
|
||||
}
|
||||
|
||||
void testRotZ90() {
|
||||
Vec3 v{1,0,0};
|
||||
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))
|
||||
std::cout << "[OK] rotZ 90°\n";
|
||||
else
|
||||
std::cout << "[FAIL] rotZ 90°\n";
|
||||
}
|
||||
|
||||
void testRotX180() {
|
||||
Vec3 v{0,1,0};
|
||||
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))
|
||||
std::cout << "[OK] rotX 180°\n";
|
||||
else
|
||||
std::cout << "[FAIL] rotX 180°\n";
|
||||
}
|
||||
|
||||
void testRotY270() {
|
||||
Vec3 v{1,0,0};
|
||||
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))
|
||||
std::cout << "[OK] rotY 270°\n";
|
||||
else
|
||||
std::cout << "[FAIL] rotY 270°\n";
|
||||
}
|
||||
|
||||
int main() {
|
||||
testMatmulIdentity();
|
||||
testTranslate();
|
||||
testRotZ90();
|
||||
testRotX180();
|
||||
testRotY270();
|
||||
return 0;
|
||||
}
|
||||
36
tests.txt
36
tests.txt
@ -1,36 +0,0 @@
|
||||
============================================================
|
||||
Projekt: gamematrix (C++ Library)
|
||||
Rolle: Tester
|
||||
Datei: tests.txt
|
||||
============================================================
|
||||
|
||||
# 1. Testplan Übersicht
|
||||
|
||||
Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
|
||||
|
||||
---------------------------------------------------------------------------------------------------------------
|
||||
| Funktion | Testfall | Eingabe | Erwartetes Ergebnis | Bemerkung |
|
||||
|---------|------------------------|----------------------------------------------|---------------------------|---------------------------------|
|
||||
| matmul | Identity * Identity | 4x4 Identity Matrizen | Identity | Basisfall |
|
||||
| translate | Verschiebung | Vec3(1,2,3) | Matrix mit Translation | Letzte Spalte prüfen |
|
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| rot3D | Rotation Z 90° | angle=90, axis='z', v=(1,0,0) | (0,1,0) | Anwendung auf Vektor |
|
||||
| rot3D | Rotation X 180° | angle=180, axis='x', v=(0,1,0) | (0,-1,0) | Anwendung auf Vektor |
|
||||
| rot3D | Rotation Y 270° | angle=270, axis='y', v=(1,0,0) | (0,0,-1) | Anwendung auf Vektor |
|
||||
---------------------------------------------------------------------------------------------------------------
|
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|
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# 2. Testdaten
|
||||
|
||||
- Matrizen für matmul: zwei Identity-Matrizen
|
||||
- Vektoren für translate: Vec3(1,2,3)
|
||||
- Vektoren für rot3D: (1,0,0), (0,1,0)
|
||||
|
||||
# 3. Abnahmekriterien
|
||||
|
||||
- Alle Testfälle laufen ohne Fehler durch.
|
||||
- Ergebnisse stimmen mit erwarteten Ergebnissen überein.
|
||||
- Keine unerwarteten Exceptions.
|
||||
- Tester dokumentiert Erfolg oder Fehler im Terminal.
|
||||
|
||||
============================================================
|
||||
Hinweis: Datei wird vom Tester gepflegt.
|
||||
============================================================
|
||||
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Reference in New Issue
Block a user