Author SHA1 Message Date
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
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
9 changed files with 108 additions and 27 deletions
Vendored
BIN
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+21
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@@ -1 +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": [
]
}
+4 -3
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@@ -27,12 +27,13 @@ target_include_directories(Prog3B PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes
${CMAKE_CURRENT_LIST_DIR}/raylib
)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
#${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
raylib
)
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE)
target_link_libraries(Prog3B PRIVATE "-framework IOKit"
+13
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@@ -1,4 +1,12 @@
<<<<<<< HEAD
#include "gamecube.h"
=======
#include "raylib.h"
#include "gamecube.h"
#pragma once
>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
gamecube::gamecube(const Vec3 &pos, Color col)
: position(pos), color(col) {}
@@ -63,4 +71,9 @@ void gamecube::Draw() const
}
Vec3 gamecube::GetPosition() const { return position; }
<<<<<<< HEAD
float gamecube::GetRotationY() const { return rotation; }
=======
float gamecube::GetRotationY() const { return rotation; }
>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
+9
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@@ -1,4 +1,9 @@
<<<<<<< HEAD
//
=======
//
>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
// Created by bakee on 03.11.2025.
//
#include "gamematrix.h"
@@ -94,4 +99,8 @@ namespace Matrix3D
return {res_hom[0], res_hom[1], res_hom[2]};
}
<<<<<<< HEAD
}
=======
}
>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
+59
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@@ -258,6 +258,7 @@ int main()
}
// Klick-Erkennung
<<<<<<< HEAD
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Vector2 mouse = GetMousePosition();
@@ -268,6 +269,50 @@ int main()
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();
=======
// Klick-Erkennung (nur wenn noch nicht 2 ausgewählt sind)
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (second == nullptr))
{
Vector2 mouse = GetMousePosition();
Ray ray = GetMouseRay(mouse, camera);
gamecube* hitCube = nullptr;
float bestDist = 1e9f;
for (auto &c : cubes)
{
if (c.IsMatched() || c.IsFlipped()) continue;
auto 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;
hitCube = &c;
}
}
if (hitCube)
{
if (!first)
{
first = hitCube;
first->FlipForward();
}
else if (hitCube != first)
{
second = hitCube;
second->FlipForward();
>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
}
}
}
@@ -276,6 +321,7 @@ int main()
for (auto &c : cubes)
{
c.Update(flipSpeed);
<<<<<<< HEAD
if (c.IsFlipped() && !c.IsMatched())
{
if (!first) first = &c;
@@ -285,6 +331,13 @@ int main()
// Matching-Logik
if (first && second)
=======
}
// Matching-Logik
// Matching-Logik: erst wenn beide vollständig umgedreht sind
if (first && second && first->IsFlipped() && second->IsFlipped())
>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
{
Color col1 = first->GetColor();
Color col2 = second->GetColor();
@@ -299,7 +352,13 @@ int main()
first->FlipBackward();
second->FlipBackward();
}
<<<<<<< HEAD
first = second = nullptr;
=======
first = nullptr;
second = nullptr;
>>>>>>> 5fc4346 (funktioniert, 3 oder 6 + Timer komplett)
}
// Gewinnprüfung