diff --git a/main.cpp b/main.cpp new file mode 100644 index 0000000..8535dc5 --- /dev/null +++ b/main.cpp @@ -0,0 +1,137 @@ +#include "gamecube.h" +#include +#include + +// ----------------------------------------------------------- +// 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 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 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 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; +} +