generated from freudenreichan/Programmieren_3b
163 lines
4.9 KiB
C++
163 lines
4.9 KiB
C++
#include "gamecube.h"
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#include <algorithm>
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#include <ctime>
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#include <vector>
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#include <iostream>
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#include "gamestate.h"
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// -----------------------------------------------------------
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// 3D Memory Game – Hauptprogramm mit flexibler Paaranzahl
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// -----------------------------------------------------------
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int main()
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{
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// ✅ Schritt 1: Anzahl der Paare eingeben
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int numPairs;
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std::cout << "Geben Sie die Anzahl der Paare ein (2-10): ";
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std::cin >> numPairs;
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if(numPairs < 2) numPairs = 2;
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if(numPairs > 10) numPairs = 10;
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// Zufall initialisieren
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srand(time(NULL));
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// Fenster und Kamera
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InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
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SetTargetFPS(60);
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Camera3D camera{};
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camera.position = {6.0f, 6.0f, 6.0f};
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camera.target = {0.0f, 0.0f, 0.0f};
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camera.up = {0.0f, 1.0f, 0.0f};
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Farben generieren (maximal 10 Farben)
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Color baseColors[10] = { RED, GREEN, BLUE, ORANGE, PURPLE, GOLD, PINK, BROWN, SKYBLUE, LIME };
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std::vector<Color> colors(baseColors, baseColors + numPairs);
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// Positionen dynamisch berechnen (Raster 3 Spalten)
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std::vector<Vec3> positions;
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for (int i = 0; i < numPairs*2; ++i)
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positions.push_back({ float(i % 3) * 2 - 2, 0, float(i / 3) * 2 - 2 });
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// Farben doppelt in einen Pool legen und mischen
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std::vector<Color> colorPool;
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for (int i = 0; i < numPairs; i++)
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{
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colorPool.push_back(colors[i]);
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colorPool.push_back(colors[i]);
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}
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// Fisher-Yates Shuffle mit rand()
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for (int i = colorPool.size() - 1; i > 0; --i)
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{
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int j = rand() % (i + 1);
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std::swap(colorPool[i], colorPool[j]);
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}
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// Karten/Würfel erstellen
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std::vector<gamecube> cubes;
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for (int i = 0; i < numPairs*2; i++)
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cubes.emplace_back(positions[i], colorPool[i]);
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gamecube* first = nullptr;
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gamecube* second = nullptr;
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float flipSpeed = 5.0f;
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bool gameWon = false;
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GameState state = GameState::Idle;
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// -----------------------------------------------------------
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// Hauptspielschleife
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// -----------------------------------------------------------
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while (!WindowShouldClose())
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{
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//Klick-Erkennung
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if (!gameWon && state != GameState::LockInput && state != GameState::CheckingMatch && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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Vector2 mouse = GetMousePosition();
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for (auto &c : cubes)
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{
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if (!c.IsFlipped() && !c.IsMatched())
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{
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Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
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if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40) {
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c.FlipForward();
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state = GameState::OneFlipped;
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}
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}
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}
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}
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// Animation aller Würfel
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for (auto &c : cubes)
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{
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c.Update(flipSpeed);
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// Sobald ein Würfel vollständig umgedreht ist → merken
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if (c.IsFlipped() && !c.IsMatched())
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{
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if (!first) first = &c;
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else if (!second && &c != first) second = &c;
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}
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if (first && second && first->IsFlipped() && second->IsFlipped()) {
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state = GameState::LockInput;
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}
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if (state == GameState::LockInput) {
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state = GameState::CheckingMatch;
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}
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}
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// Matching-Logik
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if (state == GameState::CheckingMatch && first && second)
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{
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if (first->GetColor().r == second->GetColor().r &&
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first->GetColor().g == second->GetColor().g &&
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first->GetColor().b == second->GetColor().b)
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{
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first->SetMatched(true);
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second->SetMatched(true);
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}
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else
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{
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first->FlipBackward();
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second->FlipBackward();
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}
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first = second = nullptr;
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state = GameState::Idle;
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}
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// Gewinnprüfung
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if (!gameWon)
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gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
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// -----------------------------------------------------------
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// Zeichnen
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// -----------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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for (auto &c : cubes)
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c.Draw();
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EndMode3D();
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if (gameWon)
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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else
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DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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EndDrawing();
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}
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CloseWindow();
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return 0;
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} |