generated from freudenreichan/Programmieren_3b
Compare commits
8 Commits
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2
.gitignore
vendored
Normal file
2
.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
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|||||||
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.idea
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||||||
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cmake-build-debug
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||||||
@ -1,35 +1,51 @@
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|||||||
cmake_minimum_required(VERSION 3.28)
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cmake_minimum_required(VERSION 3.28)
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||||||
project(Prog3B)
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project(Prog3B)
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||||||
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||||||
set(EXECUTABLE_NAME Prog3B)
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set(EXECUTABLE_NAME Prog3B)
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||||||
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||||||
# Generate compile_commands.json
|
|
||||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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||||||
set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD 20)
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||||||
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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||||||
|
|
||||||
# Set the default build type if not specified
|
# Default build type
|
||||||
if(NOT CMAKE_BUILD_TYPE)
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if(NOT CMAKE_BUILD_TYPE)
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||||||
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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||||||
endif()
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endif()
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||||||
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||||||
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# Quell- und Header-Dateien
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||||||
set(SRC_FILES
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set(SRC_FILES
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||||||
${CMAKE_CURRENT_LIST_DIR}/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
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||||||
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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||||||
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${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
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||||||
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includes/gamestate.h
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)
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)
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||||||
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#automatisch hinzufügen
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|
file(GLOB SRC_FILES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp")
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||||||
|
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set(INCLUDE_DIRS
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set(INCLUDE_DIRS
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||||||
${CMAKE_CURRENT_LIST_DIR}/linux
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${CMAKE_CURRENT_LIST_DIR}/includes
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||||||
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${CMAKE_CURRENT_LIST_DIR}/raylib
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||||||
)
|
)
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||||||
|
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||||||
|
# Executable erstellen
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||||||
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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||||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
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||||||
)
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||||||
|
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||||||
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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# Include-Verzeichnisse hinzufügen
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||||||
if (APPLE)
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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target_link_libraries(Prog3B "-framework IOKit")
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||||||
target_link_libraries(Prog3B "-framework Cocoa")
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||||||
target_link_libraries(Prog3B "-framework OpenGL")
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# Nur noch raylib und systemabhängige Libraries linken
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||||||
|
if(WIN32)
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||||||
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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||||||
|
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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||||||
|
winmm
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||||||
|
)
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||||||
|
endif()
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||||||
|
|
||||||
|
# macOS
|
||||||
|
if(APPLE)
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||||||
|
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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||||||
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${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
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||||||
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"-framework Cocoa"
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||||||
|
"-framework IOKit"
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||||||
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"-framework OpenGL"
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||||||
|
)
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||||||
endif()
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endif()
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||||||
|
|||||||
@ -16,4 +16,9 @@ public:
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|||||||
|
|
||||||
// Verschiebung
|
// Verschiebung
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||||||
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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||||||
|
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||||||
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// 4x4 Einheitsmatrix
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||||||
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static std::array<std::array<double,4>,4> identity(); // <-- add this
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||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
17
includes/gamestate.h
Normal file
17
includes/gamestate.h
Normal file
@ -0,0 +1,17 @@
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|||||||
|
//
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||||||
|
// Created by Anke Bidlingmaier on 08.12.25.
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||||||
|
//
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||||||
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#pragma once
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||||||
|
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||||||
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#ifndef PROG3B_GAMESTATE_H
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#define PROG3B_GAMESTATE_H
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||||||
|
|
||||||
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enum class GameState
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||||||
|
{
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||||||
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Idle, // kein Würfel offen, Eingabe erlaubt
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|
OneFlipped, // ein Würfel offen
|
||||||
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CheckingMatch, // zwei Würfel vollständig aufgeklappt, Vergleich läuft
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||||||
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LockInput // Würfel drehen gerade – Eingabe kurz blockiert
|
||||||
|
};
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||||||
|
|
||||||
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#endif //PROG3B_GAMESTATE_H
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||||||
@ -1,16 +1,27 @@
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#include "gamecube.h"
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#include "gamecube.h"
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||||||
|
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||||||
|
// Konstanten für Rotation und Matrixgröße
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constexpr float ROTATION_HALF = 90.0f;
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constexpr float ROTATION_FULL = 180.0f;
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||||||
|
|
||||||
|
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||||||
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// Standardfarben
|
||||||
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const Color DEFAULT_COLOR = GRAY;
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const Color WIRES_COLOR = BLACK;
|
||||||
|
|
||||||
|
|
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gamecube::gamecube(const Vec3 &pos, Color col)
|
gamecube::gamecube(const Vec3 &pos, Color col)
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||||||
: position(pos), color(col) {}
|
: position(pos), color(col) {}
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|
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||||||
|
// ✅ Klar strukturierte Funktion
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void gamecube::Update(float flipSpeed)
|
void gamecube::Update(float flipSpeed)
|
||||||
{
|
{
|
||||||
if (flippingForward)
|
if (flippingForward)
|
||||||
{
|
{
|
||||||
rotation += flipSpeed;
|
rotation += flipSpeed;
|
||||||
if (rotation >= 180.0f)
|
if (rotation >= ROTATION_FULL) // ⚠️ Magic Number
|
||||||
{
|
{
|
||||||
rotation = 180.0f;
|
rotation = ROTATION_FULL; // ⚠️ Magic Number
|
||||||
flippingForward = false;
|
flippingForward = false;
|
||||||
flipped = true;
|
flipped = true;
|
||||||
}
|
}
|
||||||
@ -30,7 +41,7 @@ void gamecube::Update(float flipSpeed)
|
|||||||
void gamecube::FlipForward() { flippingForward = true; }
|
void gamecube::FlipForward() { flippingForward = true; }
|
||||||
void gamecube::FlipBackward() { flippingBackward = true; }
|
void gamecube::FlipBackward() { flippingBackward = true; }
|
||||||
|
|
||||||
bool gamecube::IsFlipped() const { return flipped; }
|
bool gamecube::IsFlipped() const { return flipped; } // ✅ Getter sauber, const korrekt
|
||||||
bool gamecube::IsMatched() const { return matched; }
|
bool gamecube::IsMatched() const { return matched; }
|
||||||
void gamecube::SetMatched(bool m) { matched = m; }
|
void gamecube::SetMatched(bool m) { matched = m; }
|
||||||
|
|
||||||
@ -52,12 +63,12 @@ void gamecube::Draw() const
|
|||||||
f[j * 4 + i] = model[i][j];
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f[j * 4 + i] = model[i][j];
|
||||||
rlMultMatrixf(f);
|
rlMultMatrixf(f);
|
||||||
|
|
||||||
if (rotation < 90.0f)
|
if (rotation < ROTATION_HALF) // ⚠️ Magic Number
|
||||||
DrawCube({0,0,0}, 1,1,1, GRAY);
|
DrawCube({0,0,0}, 1,1,1, DEFAULT_COLOR);
|
||||||
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,WIRES_COLOR);
|
||||||
|
|
||||||
rlPopMatrix();
|
rlPopMatrix();
|
||||||
}
|
}
|
||||||
77
src/gamematrix.cpp
Normal file
77
src/gamematrix.cpp
Normal file
@ -0,0 +1,77 @@
|
|||||||
|
#include "gamematrix.h"
|
||||||
|
#include <cmath>
|
||||||
|
#include <stdexcept>
|
||||||
|
|
||||||
|
// Matrix Multiplikation
|
||||||
|
std::array<std::array<double,4>,4> gameMatrix::matmul(
|
||||||
|
const std::array<std::array<double,4>,4>& A,
|
||||||
|
const std::array<std::array<double,4>,4>& B)
|
||||||
|
{
|
||||||
|
std::array<std::array<double,4>,4> result = {0};
|
||||||
|
|
||||||
|
for (int i = 0; i < 4; ++i)
|
||||||
|
for (int j = 0; j < 4; ++j)
|
||||||
|
{
|
||||||
|
result[i][j] = 0.0;
|
||||||
|
for (int k = 0; k < 4; ++k)
|
||||||
|
result[i][j] += A[i][k] * B[k][j];
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rotationsmatrix
|
||||||
|
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis)
|
||||||
|
{
|
||||||
|
double angle_rad = angle_deg * M_PI / 180.0;
|
||||||
|
double c = std::cos(angle_rad);
|
||||||
|
double s = std::sin(angle_rad);
|
||||||
|
|
||||||
|
std::array<std::array<double,4>,4> R = identity();
|
||||||
|
|
||||||
|
switch (axis)
|
||||||
|
{
|
||||||
|
case 'x': case 'X':
|
||||||
|
R[1][1] = c; R[1][2] = -s;
|
||||||
|
R[2][1] = s; R[2][2] = c;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 'y': case 'Y':
|
||||||
|
R[0][0] = c; R[0][2] = s;
|
||||||
|
R[2][0] = -s; R[2][2] = c;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 'z': case 'Z':
|
||||||
|
R[0][0] = c; R[0][1] = -s;
|
||||||
|
R[1][0] = s; R[1][1] = c;
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
throw std::invalid_argument("Invalid axis for rotation (use x, y, or z)");
|
||||||
|
}
|
||||||
|
|
||||||
|
return R;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Einheitsmatrix-Matrix
|
||||||
|
std::array<std::array<double,4>,4> gameMatrix::identity()
|
||||||
|
{
|
||||||
|
std::array<std::array<double,4>,4> I = {0};
|
||||||
|
for (int i = 0; i < 4; ++i)
|
||||||
|
I[i][i] = 1.0;
|
||||||
|
return I;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Translation
|
||||||
|
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos)
|
||||||
|
{
|
||||||
|
std::array<std::array<double,4>,4> T = identity();
|
||||||
|
|
||||||
|
T[0][3] = pos[0];
|
||||||
|
T[1][3] = pos[1];
|
||||||
|
T[2][3] = pos[2];
|
||||||
|
|
||||||
|
return T;
|
||||||
|
}
|
||||||
|
|
||||||
@ -1,12 +1,22 @@
|
|||||||
#include "gamecube.h"
|
#include "gamecube.h"
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <ctime>
|
#include <ctime>
|
||||||
|
#include <vector>
|
||||||
|
#include <iostream>
|
||||||
|
#include "gamestate.h"
|
||||||
|
|
||||||
// -----------------------------------------------------------
|
// -----------------------------------------------------------
|
||||||
// 3D Memory Game – Hauptprogramm
|
// 3D Memory Game – Hauptprogramm mit flexibler Paaranzahl
|
||||||
// -----------------------------------------------------------
|
// -----------------------------------------------------------
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
|
// ✅ Schritt 1: Anzahl der Paare eingeben
|
||||||
|
int numPairs;
|
||||||
|
std::cout << "Geben Sie die Anzahl der Paare ein (2-10): ";
|
||||||
|
std::cin >> numPairs;
|
||||||
|
if(numPairs < 2) numPairs = 2;
|
||||||
|
if(numPairs > 10) numPairs = 10;
|
||||||
|
|
||||||
// Zufall initialisieren
|
// Zufall initialisieren
|
||||||
srand(time(NULL));
|
srand(time(NULL));
|
||||||
|
|
||||||
@ -21,45 +31,50 @@ int main()
|
|||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.projection = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
// Nur 3 Farben für 3 Paare
|
// Farben generieren (maximal 10 Farben)
|
||||||
Color colors[] = { RED, GREEN, BLUE };
|
Color baseColors[10] = { RED, GREEN, BLUE, ORANGE, PURPLE, GOLD, PINK, BROWN, SKYBLUE, LIME };
|
||||||
|
std::vector<Color> colors(baseColors, baseColors + numPairs);
|
||||||
|
|
||||||
// 6 Karten-Positionen im 3x2 Raster
|
// Positionen dynamisch berechnen (Raster 3 Spalten)
|
||||||
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
|
std::vector<Vec3> positions;
|
||||||
|
for (int i = 0; i < numPairs*2; ++i)
|
||||||
|
positions.push_back({ float(i % 3) * 2 - 2, 0, float(i / 3) * 2 - 2 });
|
||||||
|
|
||||||
// Farben doppelt in einen Pool legen und mischen
|
// Farben doppelt in einen Pool legen und mischen
|
||||||
std::vector<Color> colorPool;
|
std::vector<Color> colorPool;
|
||||||
for (int i = 0; i < 3; i++)
|
for (int i = 0; i < numPairs; i++)
|
||||||
{
|
{
|
||||||
colorPool.push_back(colors[i]);
|
colorPool.push_back(colors[i]);
|
||||||
colorPool.push_back(colors[i]);
|
colorPool.push_back(colors[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Fisher-Yates Shuffle mit rand()
|
// Fisher-Yates Shuffle mit rand()
|
||||||
for (int i = colorPool.size() - 1; i > 0; --i)
|
for (int i = colorPool.size() - 1; i > 0; --i)
|
||||||
{
|
{
|
||||||
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
|
int j = rand() % (i + 1);
|
||||||
std::swap(colorPool[i], colorPool[j]);
|
std::swap(colorPool[i], colorPool[j]);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Karten/Würfel erstellen
|
// Karten/Würfel erstellen
|
||||||
std::vector<gamecube> cubes;
|
std::vector<gamecube> cubes;
|
||||||
for (int i = 0; i < 6; i++)
|
for (int i = 0; i < numPairs*2; i++)
|
||||||
cubes.emplace_back(positions[i], colorPool[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
|
float flipSpeed = 5.0f;
|
||||||
bool gameWon = false;
|
bool gameWon = false;
|
||||||
|
GameState state = GameState::Idle;
|
||||||
|
|
||||||
|
|
||||||
// -----------------------------------------------------------
|
// -----------------------------------------------------------
|
||||||
// Hauptspielschleife
|
// Hauptspielschleife
|
||||||
// -----------------------------------------------------------
|
// -----------------------------------------------------------
|
||||||
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)
|
||||||
@ -68,8 +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;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -85,15 +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)
|
||||||
{
|
{
|
||||||
Color col1 = first->GetColor();
|
if (first->GetColor().r == second->GetColor().r &&
|
||||||
Color col2 = second->GetColor();
|
first->GetColor().g == second->GetColor().g &&
|
||||||
|
first->GetColor().b == second->GetColor().b)
|
||||||
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);
|
||||||
@ -105,6 +129,7 @@ int main()
|
|||||||
}
|
}
|
||||||
|
|
||||||
first = second = nullptr;
|
first = second = nullptr;
|
||||||
|
state = GameState::Idle;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Gewinnprüfung
|
// Gewinnprüfung
|
||||||
@ -128,6 +153,8 @@ int main()
|
|||||||
else
|
else
|
||||||
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
}
|
}
|
||||||
|
|
||||||
Loading…
x
Reference in New Issue
Block a user