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11 changed files with 145 additions and 389 deletions

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.DS_Store vendored Normal file

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.gitignore vendored
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@ -1,22 +0,0 @@
# ===== Build =====
cmake-build-*/
build/
out/
# ===== IDE =====
.idea/
*.iml
# ===== OS =====
.DS_Store
# ===== Compiled =====
*.o
*.obj
*.a
*.so
*.dylib
*.exe
# ===== Logs =====
*.log

8
.idea/.gitignore generated vendored Normal file
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@ -0,0 +1,8 @@
# 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 Normal file
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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings" defaultProject="true" />
</project>

10
.vscode/launch.json vendored Normal file
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@ -0,0 +1,10 @@
{
// 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": [
]
}

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@ -17,9 +17,9 @@ set(SRC_FILES
src/gamematrix.cpp
)
set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/includes
)
#set(INCLUDE_DIRS
# ${CMAKE_CURRENT_LIST_DIR}/linux
#)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
@ -42,22 +42,3 @@ 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()

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@ -1,4 +1,3 @@
#include "raylib.h"
#include "gamecube.h"
gamecube::gamecube(const Vec3 &pos, Color col)
@ -39,17 +38,18 @@ void gamecube::Draw() const
{
rlPushMatrix();
auto matrix_a = Matrix3D::gameMatrix::translate(
{ position.x, position.y, position.z }
);
// 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');
// Matrizen multiplizieren (Translation * Rotation)
auto model = Matrix3D::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)

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@ -37,9 +37,9 @@ namespace Matrix3D
{
Mat4 result = identity();
result[0][3] = pos[0];
result[1][3] = pos[1];
result[2][3] = pos[2];
result[0][3] = pos[0]; // x
result[1][3] = pos[1]; // y
result[2][3] = pos[2]; // z
return result;
}
@ -93,4 +93,5 @@ namespace Matrix3D
return {res_hom[0], res_hom[1], res_hom[2]};
}
}

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@ -1,61 +1,17 @@
#include "gamecube.h"
#include "raylib.h"
#include <algorithm>
#include <ctime>
#include <vector>
#include <cstdio>
// -----------------------------------------------------------
// 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 };
int count = pairs * 2;
int cols = (count > 6) ? 4 : 3;
int rows = (count > 6) ? 3 : 2;
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++;
}
}
std::vector<Color> colorPool;
for (int i = 0; i < pairs; ++i)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
// Shuffle
for (int i = (int)colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1);
std::swap(colorPool[i], colorPool[j]);
}
for (int i = 0; i < count; ++i)
cubes.emplace_back(positions[i], colorPool[i]);
}
int main()
{
srand((unsigned)time(nullptr));
// Zufall initialisieren
srand(time(NULL));
InitWindow(800, 600, "3D Memory Game");
// Fenster und Kamera
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60);
Camera3D camera{};
@ -65,105 +21,79 @@ int main()
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
GameScreen currentScreen = MENU;
// 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;
int selectedPairs = 3;
float flipSpeed = 180.0f; // Grad pro Sekunde
float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false;
bool timerStarted = false;
double startTime = 0.0;
double endTime = 0.0;
// -----------------------------------------------------------
// Hauptspielschleife
// -----------------------------------------------------------
while (!WindowShouldClose())
{
// ---------------- UPDATE ----------------
switch (currentScreen)
// Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
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;
}
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;
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
{
if (c.IsMatched() || c.IsFlipped()) continue;
if (!c.IsFlipped() && !c.IsMatched())
{
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
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();
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
c.FlipForward();
}
}
}
// Animation
// Animation aller Würfel
for (auto &c : cubes)
{
c.Update(flipSpeed);
// Matching
if (first && second && first->IsFlipped() && second->IsFlipped())
// Sobald ein Würfel vollständig umgedreht ist → merken
if (c.IsFlipped() && !c.IsMatched())
{
if (first->GetColor().r == second->GetColor().r &&
first->GetColor().g == second->GetColor().g &&
first->GetColor().b == second->GetColor().b)
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);
@ -174,50 +104,29 @@ int main()
second->FlipBackward();
}
first = nullptr;
second = nullptr;
first = second = nullptr;
}
// Gewinnprüfung
if (!gameWon)
{
gameWon = std::all_of(cubes.begin(), cubes.end(),
[](const gamecube& c){ return c.IsMatched(); });
if (gameWon)
endTime = GetTime() - startTime;
}
break;
}
}
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
// ---------------- DRAW ----------------
// -----------------------------------------------------------
// Zeichnen
// -----------------------------------------------------------
BeginDrawing();
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);
for (auto& c : cubes) c.Draw();
for (auto &c : cubes)
c.Draw();
EndMode3D();
if (gameWon)
{
char buf[64];
sprintf(buf, "Gewonnen in %.2f Sekunden", endTime);
DrawText(buf, 150, 260, 30, DARKGREEN);
}
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
else
{
char buf[64];
sprintf(buf, "Time: %.2f", GetTime() - startTime);
DrawText(buf, 10, 10, 20, DARKGRAY);
}
}
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
EndDrawing();
}

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@ -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;
}

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@ -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 |
| 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 |
---------------------------------------------------------------------------------------------------------------
# 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.
============================================================