racecondition, fixed bug
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121
src/main.cpp
121
src/main.cpp
@ -2,6 +2,7 @@
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#include "gamematrix.h"
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#include <algorithm>
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#include <ctime>
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#include <cmath> // Für ceil
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// -----------------------------------------------------------
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// 3D Memory Game – Hauptprogramm
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@ -9,7 +10,7 @@
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int main()
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{
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// =====================================================================
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// 1) KLEINES MENÜFENSTER
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// 1) KLEINES MENÜFENSTER (UNVERÄNDERT)
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// =====================================================================
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InitWindow(400, 200, "Wuerfelspiel - Menu");
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@ -64,11 +65,6 @@ int main()
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CloseWindow(); // Menüfenster schließen
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// =====================================================================
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// 2) HAUPTSPIELFENSTER
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// =====================================================================
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@ -77,23 +73,31 @@ int main()
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InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
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SetTargetFPS(60);
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// NEU: GameState Definition
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enum class GameState
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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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LockInput // Würfel drehen gerade – Eingabe kurz blockiert
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};
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// NEU: GameState Initialisierung
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GameState state = GameState::Idle;
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// Anzahl Spielzüge -> wie oft wurde ein Wuerfel geklickt
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int turnCount = 0;
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// Startzeit für timer berechnung -> aktueller Zeitpunkt in Sekunden
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time_t startTime = time(nullptr);
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time_t startTime = time(nullptr);
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// gespielte Zeit
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int playTime = 0;
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// anzahl an wuerfeln -> immer gerade anzahl und groeßer null -> jetzt nutzlos, weil menu window
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//int numberOfCubes = 12;
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int playTime = 0;
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// Zufall initialisieren
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srand(time(NULL));
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Camera3D camera{};
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//camera.position = {6.0f, 6.0f, 6.0f}; // changed camera position to show all cubes if number very high
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camera.position = {12.0f, 9.0f, 12.0f};
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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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@ -103,15 +107,9 @@ int main()
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// Nur 3 Farben für 3 Paare
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Color colors[] = { RED, GREEN, BLUE };
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//==================================================================================== (alter comment)
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// 6 Karten-Positionen im 3x2 Raster
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//std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},
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// {-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
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//====================================================================================
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// Positionen bestimmen für dynamisches NumberOfCubes
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std::vector<Vec3> positions; //noch leer, wird später befüllt in der schleife
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int columns = ceil(sqrt(numberOfCubes));
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// Positionen bestimmen für dynamisches NumberOfCubes
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std::vector<Vec3> positions;
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int columns = ceil(sqrt(numberOfCubes));
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int rows = ceil(numberOfCubes / (float)columns);
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float posi_x = 0;
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float posi_z = 0;
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@ -126,7 +124,6 @@ int main()
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posi_z = 0;
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posi_x += 2;;
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}
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// Farben doppelt in einen Pool legen und mischen
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@ -134,14 +131,14 @@ int main()
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int numberOfPairs = numberOfCubes / 2;
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for (int i = 0; i < numberOfPairs; i++)
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{
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colorPool.push_back(colors[i % 3]); // i % 3, weil nur 3 Farben zur Zeit im Pool sein können -> keine out of range exception
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colorPool.push_back(colors[i % 3]);
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colorPool.push_back(colors[i % 3]);
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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); // Zufallsindex von 0 bis i
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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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@ -163,47 +160,77 @@ int main()
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// die aktuelle Spielzeit berechnen
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if (!gameWon)
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{
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playTime = static_cast<int>(time(nullptr) - startTime);
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playTime = static_cast<int>(time(nullptr) - startTime);
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}
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// Klick-Erkennung
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if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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// Klick-Erkennung (ÜBERSCHRIEBEN durch GameState-Logik)
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// Steuerung des Spielflusses: Nur im Idle- oder OneFlipped-Zustand wird reagiert!
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if (!gameWon
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&& state != GameState::LockInput
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&& state != GameState::CheckingMatch
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&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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turnCount++;
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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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if (!c.IsFlipped() && !c.IsMatched()) // Ist verdeckt und nicht gematcht
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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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{
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// Klick verarbeitet, Würfel umdrehen
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c.FlipForward();
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turnCount++;
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// Zustandswechsel:
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if (state == GameState::Idle)
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{
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state = GameState::OneFlipped; // 1. Klick → OneFlipped
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first = &c;
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break; // Verlasse die Schleife, da Klick verarbeitet
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}
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else if (state == GameState::OneFlipped)
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{
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// Sicherstellen, dass nicht derselbe Würfel geklickt wird
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if (&c != first)
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{
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state = GameState::LockInput; // 2. Klick → Animation läuft, Eingabe sperren
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second = &c;
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break; // Verlasse die Schleife
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}
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}
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}
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}
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}
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}
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// Ende Klick-Erkennung
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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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}
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// Sobald ein Würfel vollständig umgedreht ist → merken
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if (c.IsFlipped() && !c.IsMatched())
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// NEU: Zustandswechsel LockInput -> CheckingMatch
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// Prüft, ob die Flip-Animationen abgeschlossen sind
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if (state == GameState::LockInput && first && second)
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{
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// Warten auf das Ende der Umdreh-Animation. IsFlipped() prüft, ob der Würfel vollständig aufgedeckt ist.
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if (first->IsFlipped() && second->IsFlipped()) // Änderung: !IsFlipping() ersetzt durch IsFlipped()
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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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state = GameState::CheckingMatch;
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}
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}
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// Matching-Logik
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if (first && second)
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// Matching-Logik (ÜBERSCHRIEBEN und an GameState gekoppelt)
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if (state == GameState::CheckingMatch && first && second)
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{
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Color col1 = first->GetColor();
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Color col2 = second->GetColor();
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if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
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// Vergleichslogik der Aufgabe
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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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@ -214,7 +241,9 @@ int main()
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second->FlipBackward();
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}
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// Rücksetzung und Zustandswechsel zu Idle
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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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@ -222,7 +251,7 @@ int main()
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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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// Zeichnen (UNVERÄNDERT)
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// -----------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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@ -232,17 +261,17 @@ int main()
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c.Draw();
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EndMode3D();
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if (gameWon)
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{
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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DrawText(("TurnCount: " + std::to_string(turnCount)).c_str(), 150, 290, 20, DARKBLUE);
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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DrawText(("TurnCount: " + std::to_string(turnCount)).c_str(), 150, 290, 20, DARKBLUE);
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DrawText(("Seconds played: " + std::to_string(playTime)).c_str(), 150, 310, 20, DARKBLUE);
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}
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else
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{
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DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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DrawText(("TurnCount: " + std::to_string(turnCount)).c_str(), 10, 30, 20, DARKGRAY); //Zeichne TurnCount
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DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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DrawText(("TurnCount: " + std::to_string(turnCount)).c_str(), 10, 30, 20, DARKGRAY); //Zeichne TurnCount
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DrawText(("PlayTime: " + std::to_string(playTime)).c_str(), 10, 50, 20, DARKGRAY); //Zeichne Playtime
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}
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EndDrawing();
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@ -250,4 +279,4 @@ int main()
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CloseWindow();
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return 0;
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}
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}
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