GameState Aufgabe

This commit is contained in:
Anke 2025-12-08 18:20:49 +01:00
parent 0e28bbbf41
commit 3e4d49fe26
3 changed files with 40 additions and 14 deletions

View File

@ -15,6 +15,7 @@ set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/src/main.cpp ${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp ${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp ${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
includes/gamestate.h
) )
#automatisch hinzufügen #automatisch hinzufügen
file(GLOB SRC_FILES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp") file(GLOB SRC_FILES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp")

17
includes/gamestate.h Normal file
View File

@ -0,0 +1,17 @@
//
// Created by Anke Bidlingmaier on 08.12.25.
//
#pragma once
#ifndef PROG3B_GAMESTATE_H
#define PROG3B_GAMESTATE_H
enum class GameState
{
Idle, // kein Würfel offen, Eingabe erlaubt
OneFlipped, // ein Würfel offen
CheckingMatch, // zwei Würfel vollständig aufgeklappt, Vergleich läuft
LockInput // Würfel drehen gerade Eingabe kurz blockiert
};
#endif //PROG3B_GAMESTATE_H

View File

@ -3,6 +3,7 @@
#include <ctime> #include <ctime>
#include <vector> #include <vector>
#include <iostream> #include <iostream>
#include "gamestate.h"
// ----------------------------------------------------------- // -----------------------------------------------------------
// 3D Memory Game Hauptprogramm mit flexibler Paaranzahl // 3D Memory Game Hauptprogramm mit flexibler Paaranzahl
@ -62,8 +63,7 @@ int main()
gamecube* second = nullptr; gamecube* second = nullptr;
float flipSpeed = 5.0f; float flipSpeed = 5.0f;
bool gameWon = false; bool gameWon = false;
GameState state = GameState::Idle;
// ----------------------------------------------------------- // -----------------------------------------------------------
@ -72,8 +72,9 @@ int main()
while (!WindowShouldClose()) while (!WindowShouldClose())
{ {
//Klick-Erkennung //Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) if (!gameWon && state != GameState::LockInput && state != GameState::CheckingMatch && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{ {
Vector2 mouse = GetMousePosition(); Vector2 mouse = GetMousePosition();
for (auto &c : cubes) for (auto &c : cubes)
@ -82,8 +83,12 @@ int main()
{ {
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera); 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) if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40) {
c.FlipForward(); c.FlipForward();
state = GameState::OneFlipped;
}
} }
} }
} }
@ -99,17 +104,20 @@ int main()
if (!first) first = &c; if (!first) first = &c;
else if (!second && &c != first) second = &c; else if (!second && &c != first) second = &c;
} }
if (first && second && first->IsFlipped() && second->IsFlipped()) {
state = GameState::LockInput;
}
if (state == GameState::LockInput) {
state = GameState::CheckingMatch;
}
} }
// Matching-Logik // Matching-Logik
if (first && second) if (state == GameState::CheckingMatch && first && second)
{ {
if (first->GetColor().r == second->GetColor().r &&
first->GetColor().g == second->GetColor().g &&
Color col1 = first->GetColor(); first->GetColor().b == second->GetColor().b)
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);
@ -120,10 +128,10 @@ int main()
second->FlipBackward(); second->FlipBackward();
} }
first = second = nullptr; // Zurücksetzen für den nächsten Versuch first = second = nullptr;
state = GameState::Idle;
} }
// Gewinnprüfung // 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(); });