Prog3B_Projekt/src/main.cpp
2025-12-08 18:20:49 +01:00

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#include "gamecube.h"
#include <algorithm>
#include <ctime>
#include <vector>
#include <iostream>
#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<Color> colors(baseColors, baseColors + numPairs);
// Positionen dynamisch berechnen (Raster 3 Spalten)
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
std::vector<Color> 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<gamecube> 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;
}