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9 Commits

Author SHA1 Message Date
aksaiyan18-design
a21d61fb19 wegen idea ignore 2025-11-24 16:39:03 +01:00
aksaiyan18-design
e429de2bb1 alles hinzufügen 2025-11-24 16:08:48 +01:00
aksaiyan18-design
45493ba6a3 Änderung vorgenommen 2025-11-24 16:04:20 +01:00
aksaiyan18-design
fe3083e9d3 Kommentar weg gemacht 2025-11-24 16:00:32 +01:00
aksaiyan18-design
dfbe5edbda Konflikte in .idea-Dateien gelöst 2025-11-17 19:36:16 +01:00
aksaiyan18-design
370cb8f78e Alles hinzufügen 2025-11-17 19:23:05 +01:00
aksaiyan18-design
dfcf5fe3a9 Gamematrix.cpp hinzufügen 2025-11-10 16:58:33 +01:00
aksaiyan18-design
ece490a1b5 Gamematrix.cpp 2025-11-10 16:52:39 +01:00
aksaiyan18-design
9e9bb92034 gamematrix hinzufügen 2025-11-10 16:48:33 +01:00
20 changed files with 890 additions and 24 deletions

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/src/.idea/

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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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Prog3B

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<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

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<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

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View File

@ -1,35 +1,44 @@
cmake_minimum_required(VERSION 3.28)
project(Prog3B)
set(EXECUTABLE_NAME Prog3B)
# Generate compile_commands.json
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Set the default build type if not specified
# Default build type
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
# Quell- und Header-Dateien
set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/main.cpp
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
)
#automatisch hinzufügen
file(GLOB SRC_FILES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp")
set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/linux
${CMAKE_CURRENT_LIST_DIR}/includes
${CMAKE_CURRENT_LIST_DIR}/raylib
)
# Executable erstellen
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
)
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE)
target_link_libraries(Prog3B "-framework IOKit")
target_link_libraries(Prog3B "-framework Cocoa")
target_link_libraries(Prog3B "-framework OpenGL")
# Include-Verzeichnisse hinzufügen
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
# Nur noch raylib und systemabhängige Libraries linken
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
winmm)
# MacOS Frameworks (falls benötigt)
if(APPLE)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework IOKit")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework Cocoa")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework OpenGL")
endif()

View File

@ -31,4 +31,7 @@ private:
bool flippingForward = false;
bool flippingBackward = false;
float rotation = 0.0f;
};

View File

@ -16,4 +16,8 @@ public:
// Verschiebung
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
//Einheitsmatrix
static std::array<std::array<double,4>,4> identity();
};

1
raylib/raylib Submodule

@ -0,0 +1 @@
Subproject commit d8601121da44b993f2893e9afd51b85105c6e698

65
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View File

@ -1,16 +1,27 @@
#include "gamecube.h"
// Konstanten für Rotation und Matrixgröße
constexpr float ROTATION_HALF = 90.0f;
constexpr float ROTATION_FULL = 180.0f;
// Standardfarben
const Color DEFAULT_COLOR = GRAY;
const Color WIRES_COLOR = BLACK;
gamecube::gamecube(const Vec3 &pos, Color col)
: position(pos), color(col) {}
// ✅ Klar strukturierte Funktion
void gamecube::Update(float flipSpeed)
{
if (flippingForward)
{
rotation += flipSpeed;
if (rotation >= 180.0f)
if (rotation >= ROTATION_FULL) // ⚠️ Magic Number
{
rotation = 180.0f;
rotation = ROTATION_FULL; // ⚠️ Magic Number
flippingForward = false;
flipped = true;
}
@ -30,7 +41,7 @@ void gamecube::Update(float flipSpeed)
void gamecube::FlipForward() { flippingForward = 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; }
void gamecube::SetMatched(bool m) { matched = m; }
@ -52,12 +63,12 @@ void gamecube::Draw() const
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY);
if (rotation < ROTATION_HALF) // ⚠️ Magic Number
DrawCube({0,0,0}, 1,1,1, DEFAULT_COLOR);
else
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();
}

75
src/gamematrix.cpp Normal file
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#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;
}
// 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;
}
// 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;
}

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#include "gamecube.h"
#include "../includes/gamecube.h"
#include <algorithm>
#include <ctime>

24
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SSUUMMMMAARRYY OOFF LLEESSSS CCOOMMMMAANNDDSS
Commands marked with * may be preceded by a number, _N.
Notes in parentheses indicate the behavior if _N is given.
A key preceded by a caret indicates the Ctrl key; thus ^K is ctrl-K.
h H Display this help.
q :q Q :Q ZZ Exit.
---------------------------------------------------------------------------
MMOOVVIINNGG
e ^E j ^N CR * Forward one line (or _N lines).
y ^Y k ^K ^P * Backward one line (or _N lines).
ESC-j * Forward one file line (or _N file lines).
ESC-k * Backward one file line (or _N file lines).
f ^F ^V SPACE * Forward one window (or _N lines).
b ^B ESC-v * Backward one window (or _N lines).
z * Forward one window (and set window to _N).
w * Backward one window (and set window to _N).
ESC-SPACE * Forward one window, but don't stop at end-of-file.
ESC-b * Backward one window, but don't stop at beginning-of-file.
d ^D * Forward one half-window (and set half-window to _N).

BIN
wuerfelmemory.exe Normal file

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