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8 changed files with 138 additions and 228 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

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.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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@ -1,7 +1,6 @@
#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)
@ -39,25 +38,26 @@ void gamecube::Draw() const
{ {
rlPushMatrix(); rlPushMatrix();
auto matrix_a = Matrix3D::gameMatrix::translate( // Matrizen für Rotation und Translation erzeugen
{ position.x, position.y, position.z } auto matrix_a = Matrix3D::gameMatrix::translate({ 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();
} }

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@ -37,9 +37,9 @@ namespace Matrix3D
{ {
Mat4 result = identity(); Mat4 result = identity();
result[0][3] = pos[0]; result[0][3] = pos[0]; // x
result[1][3] = pos[1]; result[1][3] = pos[1]; // y
result[2][3] = pos[2]; result[2][3] = pos[2]; // z
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)
@ -91,6 +91,7 @@ namespace Matrix3D
} }
} }
return { res_hom[0], res_hom[1], res_hom[2] }; return {res_hom[0], res_hom[1], res_hom[2]};
} }
} }

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@ -1,169 +1,99 @@
#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
// ----------------------------------------------------------- // -----------------------------------------------------------
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() 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); 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; // 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; std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
cubes.emplace_back(positions[i], colorPool[i]);
gamecube* first = nullptr; gamecube* first = nullptr;
gamecube* second = nullptr; gamecube* second = nullptr;
float flipSpeed = 5.0f; // Drehgeschwindigkeit
int selectedPairs = 3;
float flipSpeed = 180.0f; // Grad pro Sekunde
bool gameWon = false; bool gameWon = false;
bool timerStarted = false;
double startTime = 0.0;
double endTime = 0.0;
// -----------------------------------------------------------
// Hauptspielschleife
// -----------------------------------------------------------
while (!WindowShouldClose()) while (!WindowShouldClose())
{ {
// ---------------- UPDATE ---------------- // Klick-Erkennung
switch (currentScreen) if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{ {
case MENU: Vector2 mouse = GetMousePosition();
{
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: for (auto &c : cubes)
{ {
if (!timerStarted) if (!c.IsFlipped() && !c.IsMatched())
{ {
startTime = GetTime(); Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
timerStarted = true;
}
// Klick-Erkennung mit Ray if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && second == nullptr) c.FlipForward();
{
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 // Animation aller Würfel
for (auto& c : cubes) for (auto &c : cubes)
{
c.Update(flipSpeed); c.Update(flipSpeed);
// Matching // Sobald ein Würfel vollständig umgedreht ist → merken
if (first && second && first->IsFlipped() && second->IsFlipped()) if (c.IsFlipped() && !c.IsMatched())
{ {
if (first->GetColor().r == second->GetColor().r && if (!first) first = &c;
first->GetColor().g == second->GetColor().g && else if (!second && &c != first) second = &c;
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);
@ -174,50 +104,29 @@ int main()
second->FlipBackward(); second->FlipBackward();
} }
first = nullptr; first = second = 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();
} }