Compare commits
No commits in common. "main" and "project_tester" have entirely different histories.
main
...
project_te
22
.gitignore
vendored
22
.gitignore
vendored
@ -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
8
.idea/.gitignore
generated
vendored
Normal file
@ -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
4
.idea/vcs.xml
generated
Normal file
@ -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
10
.vscode/launch.json
vendored
Normal file
@ -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": [
|
||||
|
||||
|
||||
]
|
||||
}
|
||||
@ -1,7 +1,6 @@
|
||||
#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)
|
||||
@ -28,8 +27,8 @@ 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; }
|
||||
@ -39,28 +38,29 @@ 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)
|
||||
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; }
|
||||
@ -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;
|
||||
}
|
||||
@ -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)
|
||||
@ -91,6 +91,7 @@ namespace Matrix3D
|
||||
}
|
||||
}
|
||||
|
||||
return { res_hom[0], res_hom[1], res_hom[2] };
|
||||
return {res_hom[0], res_hom[1], res_hom[2]};
|
||||
}
|
||||
|
||||
}
|
||||
271
src/main.cpp
271
src/main.cpp
@ -1,224 +1,133 @@
|
||||
#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{};
|
||||
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.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;
|
||||
// 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:
|
||||
Vector2 mouse = GetMousePosition();
|
||||
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
if (IsKeyPressed(KEY_THREE))
|
||||
if (!c.IsFlipped() && !c.IsMatched())
|
||||
{
|
||||
selectedPairs = 3;
|
||||
SetupGame(cubes, selectedPairs);
|
||||
currentScreen = GAMEPLAY;
|
||||
gameWon = false;
|
||||
first = second = nullptr;
|
||||
timerStarted = false;
|
||||
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();
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------- DRAW ----------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (currentScreen == MENU)
|
||||
// Animation aller Würfel
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
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();
|
||||
EndMode3D();
|
||||
c.Update(flipSpeed);
|
||||
|
||||
if (gameWon)
|
||||
// Sobald ein Würfel vollständig umgedreht ist → merken
|
||||
if (c.IsFlipped() && !c.IsMatched())
|
||||
{
|
||||
char buf[64];
|
||||
sprintf(buf, "Gewonnen in %.2f Sekunden", endTime);
|
||||
DrawText(buf, 150, 260, 30, DARKGREEN);
|
||||
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
|
||||
{
|
||||
char buf[64];
|
||||
sprintf(buf, "Time: %.2f", GetTime() - startTime);
|
||||
DrawText(buf, 10, 10, 20, DARKGRAY);
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user