#include "gamecube.h" #include #include #include #include #include "gamestate.h" // ----------------------------------------------------------- // 3D Memory Game – Hauptprogramm mit flexibler Paaranzahl // ----------------------------------------------------------- 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 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; // Farben generieren (maximal 10 Farben) Color baseColors[10] = { RED, GREEN, BLUE, ORANGE, PURPLE, GOLD, PINK, BROWN, SKYBLUE, LIME }; std::vector colors(baseColors, baseColors + numPairs); // Positionen dynamisch berechnen (Raster 3 Spalten) std::vector 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 std::vector colorPool; for (int i = 0; i < numPairs; 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); std::swap(colorPool[i], colorPool[j]); } // Karten/Würfel erstellen std::vector cubes; for (int i = 0; i < numPairs*2; i++) cubes.emplace_back(positions[i], colorPool[i]); gamecube* first = nullptr; gamecube* second = nullptr; float flipSpeed = 5.0f; bool gameWon = false; GameState state = GameState::Idle; // ----------------------------------------------------------- // Hauptspielschleife // ----------------------------------------------------------- while (!WindowShouldClose()) { //Klick-Erkennung if (!gameWon && state != GameState::LockInput && state != GameState::CheckingMatch && 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(); state = GameState::OneFlipped; } } } } // 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; } if (first && second && first->IsFlipped() && second->IsFlipped()) { state = GameState::LockInput; } if (state == GameState::LockInput) { state = GameState::CheckingMatch; } } // Matching-Logik if (state == GameState::CheckingMatch && first && second) { if (first->GetColor().r == second->GetColor().r && first->GetColor().g == second->GetColor().g && first->GetColor().b == second->GetColor().b) { first->SetMatched(true); second->SetMatched(true); } else { first->FlipBackward(); second->FlipBackward(); } first = second = nullptr; state = GameState::Idle; } // 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; }