Compare commits
31
Commits
800fc3c434
..
main
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
f6cee165ee | ||
|
|
261c5d45eb | ||
|
|
323bd67577 | ||
|
|
3c7ae2a9b3 | ||
|
|
c9dd4958c7 | ||
|
|
5738586110 | ||
|
|
8eda60d498 | ||
|
|
69dfbdf139 | ||
|
|
16e918b180 | ||
|
|
48903fdf01 | ||
|
|
6e2119ab01 | ||
|
|
ff5ec85747 | ||
|
|
4bc2574c03 | ||
|
|
7a34810145 | ||
|
|
5b467f42ae | ||
|
|
00bb22347f | ||
|
|
c3dc997071 | ||
|
|
8023f4e866 | ||
|
|
a8b2545b6c | ||
|
|
a561b26425 | ||
|
|
96a19a6312 | ||
|
|
0c71e3d2c7 | ||
|
|
aa7f72820b | ||
|
|
5ff1281385 | ||
|
|
d3ce2aa5f8 | ||
|
|
a1e712dcf7 | ||
|
|
93759ebef1 | ||
|
|
28717ca4ed | ||
|
|
d2effaa92f | ||
|
|
279d1ea328 | ||
|
|
73f3813419 |
No files matched your search
+18
-6
@@ -12,20 +12,32 @@ if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
|
||||
endif()
|
||||
|
||||
|
||||
|
||||
##Tom: /src/ dazu gefügt
|
||||
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
|
||||
src/gamematrix.cpp
|
||||
)
|
||||
|
||||
##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include
|
||||
set(INCLUDE_DIRS
|
||||
${CMAKE_CURRENT_LIST_DIR}/linux
|
||||
${CMAKE_CURRENT_LIST_DIR}/raylib # ← Hier wird der Header-Pfad ergänzt
|
||||
${CMAKE_CURRENT_LIST_DIR}/include
|
||||
)
|
||||
|
||||
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
|
||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
||||
|
||||
##Tom: changed; old: target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
||||
## also added: line for raylib
|
||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE
|
||||
${INCLUDE_DIRS}
|
||||
${CMAKE_CURRENT_LIST_DIR}/includes
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/raylib
|
||||
)
|
||||
|
||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
|
||||
${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libgamematrix.a
|
||||
# ${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libgamematrix.a
|
||||
${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libraylib.a
|
||||
)
|
||||
if (WIN32)
|
||||
|
||||
File renamed without changes.
@@ -0,0 +1,74 @@
|
||||
========================================================
|
||||
Projekt: gamematrix (C++ Library)
|
||||
Rolle: Architekt
|
||||
Datei: design.txt
|
||||
Datum: 03-November
|
||||
Team: Thomas&Co
|
||||
========================================================
|
||||
|
||||
# ----------------------------
|
||||
# 1. Projektstruktur / Namespace
|
||||
# ----------------------------
|
||||
Namespace: Matrix3D
|
||||
|
||||
Ziel: Saubere Trennung der Bibliothek, Vermeidung von Namenskonflikten.
|
||||
|
||||
Beispiel:
|
||||
namespace Matrix3D {
|
||||
// Funktionen, ggf Klasse(n)
|
||||
}
|
||||
|
||||
# ----------------------------
|
||||
# 2. Datenstrukturen / Klassen
|
||||
# ----------------------------
|
||||
Listen Sie die Klassen oder Structs auf, die verwendet werden:
|
||||
|
||||
| Name | Typ | Beschreibung |
|
||||
|--------|------------------------------------------|--------------|
|
||||
| Vec3 | struct Vec3 | 3D-Vektor (x, y, z) |
|
||||
| Mat4 | std::array<std::array<double,4>,4> | 4x4-Matrix (homogen) |
|
||||
| ______ | ________ | ___________________ |
|
||||
| ______ | ________ | ___________________ |
|
||||
|
||||
# ----------------------------
|
||||
# 3. Operatoren / Templates
|
||||
# ----------------------------
|
||||
Welche Operatoren oder Templates sollen definiert werden?
|
||||
|
||||
- Templates für unterschiedliche Datentypen? ☐ Ja ☐ Nein
|
||||
- Operatoren:
|
||||
- Mat4 * Mat4
|
||||
- Mat4 * Vec3
|
||||
|
||||
# ----------------------------
|
||||
# 4. Funktionen / Schnittstellen
|
||||
# ----------------------------
|
||||
Liste der Funktionen mit Eingabe/Ausgabe und kurzer Beschreibung:
|
||||
|
||||
| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
|
||||
|---------------|------------------------------------|-----------------------|----------------------------------------|
|
||||
| matmul | Mat4 A, Mat4 B | Mat4 | Matrixmultiplikation 4x4 |
|
||||
| translate | Vec3 pos | Mat4 | Verschiebungstransformation |
|
||||
| rot3D | double angle_deg, char axis | Mat4 | Rotation um Achse x/y/z |
|
||||
| identity (optional)| --- | Mat4 | Identitätsmatrix |
|
||||
| _____________ | __________________________________ | ____________________ | ______________________________ |
|
||||
|
||||
# ----------------------------
|
||||
# 5. Designentscheidungen / Hinweise
|
||||
# ----------------------------
|
||||
- Rückgabe der Matrizen per Wert oder Referenz? ___________
|
||||
- Verwendung von std::array oder std::vector? ___________
|
||||
- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja ☐ Nein
|
||||
- Weitere Designüberlegungen: ___________________________
|
||||
|
||||
# ----------------------------
|
||||
# 6. Deliverables / Milestones
|
||||
# ----------------------------
|
||||
- design.txt fertig und im Branch architect committed
|
||||
- Übergabe an Entwickler für Implementierung
|
||||
|
||||
========================================================
|
||||
Hinweis:
|
||||
- Dieses Dokument dient als Grundlage für die Implementierung.
|
||||
- Alle Designentscheidungen sollen klar nachvollziehbar sein.
|
||||
========================================================
|
||||
@@ -0,0 +1,60 @@
|
||||
========================================================
|
||||
Projekt: gamematrix (C++ Library)
|
||||
Rolle: Projektleiter
|
||||
Datei: requirements.txt
|
||||
Datum: 3.11.2025
|
||||
Team: Thomas und Co
|
||||
========================================================
|
||||
|
||||
# ----------------------------
|
||||
# 1. Projektziel
|
||||
# ----------------------------
|
||||
Beschreiben Sie hier kurz das Ziel des Projekts:
|
||||
|
||||
Ziel: Implementierung der Matrixmulitplikation, -Rotation, -Verschiebung und anschließendes Testen
|
||||
|
||||
# ----------------------------
|
||||
# 2. Funktionale Anforderungen
|
||||
# ----------------------------
|
||||
Listen Sie alle Funktionen auf, die die Bibliothek bereitstellen soll.
|
||||
Tragen Sie ein: Funktion, Eingabe, Ausgabe, kurze Beschreibung
|
||||
|
||||
| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
|
||||
|---------------|------------------------------------|-----------------------|----------------------------------------|
|
||||
| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | Multiplikation zweier Matrizen wie in Mathe gelernt
|
||||
| translate | 3D Vektor | 4x4 Matrix | Verschiebung
|
||||
| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix | Rotation
|
||||
| identity (optional)| --- | 4x4 Matrix | _____________________________________ |
|
||||
| _____________ | __________________________________ | ____________________ | ______________________________ |
|
||||
| _____________ | __________________________________ | ____________________ | ______________________________ |
|
||||
|
||||
# ----------------------------
|
||||
# 3. Nicht-funktionale Anforderungen
|
||||
# ----------------------------
|
||||
(z. B. Performance, Lesbarkeit, Wartbarkeit, Python-Kompatibilität via pybind11)
|
||||
|
||||
- Lesbarkeit nach Coding Guidelines: https://elearning.ohmportal.de/pluginfile.php/395279/mod_page/content/5/Coding_Guidelines.pdf
|
||||
|
||||
|
||||
# ----------------------------
|
||||
# 4. Annahmen / Einschränkungen
|
||||
# ----------------------------
|
||||
(z. B. alle Matrizen sind 4x4, Winkel in Grad, nur double)
|
||||
|
||||
- alle Matrizen sind 4x4
|
||||
- Winkel in Grad
|
||||
- nur double
|
||||
|
||||
# ----------------------------
|
||||
# 5. Abnahmekriterien
|
||||
# ----------------------------
|
||||
Wie soll geprüft werden, dass die Anforderungen erfüllt sind?
|
||||
(z. B. Unit-Tests, Beispielrotationen, Matrizenmultiplikation)
|
||||
|
||||
- Tests von Marco müssen fehlerfrei verlaufen
|
||||
|
||||
========================================================
|
||||
Hinweis:
|
||||
- Diese Datei wird vom Projektleiter erstellt und gepflegt.
|
||||
- Jede Phase des Projekts soll hier dokumentiert werden.
|
||||
========================================================
|
||||
+137
@@ -0,0 +1,137 @@
|
||||
//
|
||||
// Created by marco on 03.11.2025.
|
||||
// Changeb by marco on 16.11.2025
|
||||
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
#include "gamematrix.h"
|
||||
|
||||
using namespace Matrix3D;
|
||||
|
||||
bool nearlyEqual(double a, double b, double eps = 1e-6) {
|
||||
return std::abs(a - b) < eps;
|
||||
}
|
||||
|
||||
void test_matmul_identity() {
|
||||
Mat4 A = identity();
|
||||
Mat4 B = identity();
|
||||
Mat4 R = matmul(A, B);
|
||||
|
||||
std::cout << "Test matmul: Identity * Identity -> Identity: ";
|
||||
|
||||
bool ok = true;
|
||||
for(int i=0;i<4;i++){
|
||||
for(int j=0;j<4;j++){
|
||||
double expected = (i==j ? 1.0 : 0.0);
|
||||
if(!nearlyEqual(R[i][j], expected)) ok = false;
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << (ok ? "OK\n" : "FAIL\n");
|
||||
}
|
||||
|
||||
void test_matmul_example() {
|
||||
Mat4 A = {{
|
||||
{{1, 2, 3, 4}},
|
||||
{{0, 1, 2, 3}},
|
||||
{{0, 0, 1, 2}},
|
||||
{{0, 0, 0, 1}}
|
||||
}};
|
||||
|
||||
Mat4 B = {{
|
||||
{{1, 0, 0, 0}},
|
||||
{{1, 1, 0, 0}},
|
||||
{{1, 1, 1, 0}},
|
||||
{{1, 1, 1, 1}}
|
||||
}};
|
||||
|
||||
Mat4 R = matmul(A, B);
|
||||
|
||||
std::cout << "Test matmul: Beispielmatrizen A * B: ";
|
||||
|
||||
// Erwartete Matrix mit Handrechnung:
|
||||
Mat4 Expected = {{
|
||||
{{1+2+3+4, 2+3+4, 3+4, 4}},
|
||||
{{0+1+2+3, 1+2+3, 2+3, 3}},
|
||||
{{0+0+1+2, 0+1+2, 1+2, 2}},
|
||||
{{1, 1, 1, 1}}
|
||||
}};
|
||||
|
||||
bool ok = true;
|
||||
for(int i=0;i<4;i++){
|
||||
for(int j=0;j<4;j++){
|
||||
if(!nearlyEqual(R[i][j], Expected[i][j])) ok = false;
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << (ok ? "OK\n" : "FAIL\n");
|
||||
}
|
||||
|
||||
void test_translate() {
|
||||
Vec3 v{1,2,3};
|
||||
Mat4 T = translate({5,-2,1});
|
||||
Vec3 out = T * v;
|
||||
|
||||
std::cout << "Test translate (Vec3{1,2,3} + {5,-2,1}): ";
|
||||
|
||||
if(nearlyEqual(out.x, 6) && nearlyEqual(out.y, 0) && nearlyEqual(out.z, 4))
|
||||
std::cout << "OK\n";
|
||||
else
|
||||
std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
|
||||
}
|
||||
|
||||
void test_rotZ_90() {
|
||||
Vec3 v{1,0,0};
|
||||
Mat4 Rm = rot3D(90, 'z');
|
||||
Vec3 out = Rm * v;
|
||||
|
||||
std::cout << "Test rot3D Z 90° (1,0,0 -> 0,1,0): ";
|
||||
|
||||
if(nearlyEqual(out.x, 0) && nearlyEqual(out.y, 1))
|
||||
std::cout << "OK\n";
|
||||
else
|
||||
std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
|
||||
}
|
||||
|
||||
void test_rotX_180() {
|
||||
Vec3 v{0,1,0};
|
||||
Mat4 Rm = rot3D(180, 'x');
|
||||
Vec3 out = Rm * v;
|
||||
|
||||
std::cout << "Test rot3D X 180° (0,1,0 -> 0,-1,0): ";
|
||||
|
||||
if(nearlyEqual(out.y, -1))
|
||||
std::cout << "OK\n";
|
||||
else
|
||||
std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
|
||||
}
|
||||
|
||||
void test_rotY_270() {
|
||||
Vec3 v{1,0,0};
|
||||
Mat4 Rm = rot3D(270, 'y');
|
||||
Vec3 out = Rm * v;
|
||||
|
||||
std::cout << "Test rot3D Y 270° (1,0,0 -> 0,0,-1): ";
|
||||
|
||||
if(nearlyEqual(out.x, 0) && nearlyEqual(out.z, -1))
|
||||
std::cout << "OK\n";
|
||||
else
|
||||
std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
|
||||
}
|
||||
|
||||
int main() {
|
||||
std::cout << "===== Matrix3D Tests =====\n";
|
||||
|
||||
test_matmul_identity();
|
||||
test_matmul_example();
|
||||
|
||||
test_translate();
|
||||
|
||||
test_rotZ_90();
|
||||
test_rotX_180();
|
||||
test_rotY_270();
|
||||
|
||||
std::cout << "==========================\n";
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
========================================================
|
||||
Projekt: gamematrix (C++ Library)
|
||||
Rolle: Tester
|
||||
Datei: tests.txt
|
||||
Datum: ____________________
|
||||
Team: ____________________
|
||||
========================================================
|
||||
|
||||
# ----------------------------
|
||||
# 1. Testplan Übersicht
|
||||
# ----------------------------
|
||||
Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
|
||||
|
||||
| Funktion | Testfall | Eingabe | Erwartetes Ergebnis | Bemerkung |
|
||||
|---------------|---------------------------|------------------------------|-----------------------------------|----------------------------|
|
||||
| matmul | Identity * Identity | 4x4 Identity Matrizen | Identity | Basisfall |
|
||||
| matmul | Beispielmatrizen | A=[[...]], B=[[...]] | C=[[...]] | Prüfen mit Handrechnung |
|
||||
| translate | Verschiebung | Vec3 {1,2,3} | Matrix mit Translation 1,2,3 | Prüfen letzte Spalte |
|
||||
| rot3D | Rotation Z 90° | angle_deg=90, axis='z' | (1,0,0) -> (0,1,0) | Prüfen Anwendung auf Vektor|
|
||||
| rot3D | Rotation X 180° | angle_deg=180, axis='x' | (0,1,0) -> (0,-1,0) | Prüfen Anwendung auf Vektor|
|
||||
| rot3D | Rotation Y 270° | angle_deg=270, axis='y' | (1,0,0) -> (0,0,-1) | Prüfen Anwendung auf Vektor|
|
||||
|
||||
|
||||
# ----------------------------
|
||||
# 2. Testdaten / Matrizen
|
||||
# ----------------------------
|
||||
- Matrizen für matmul: Identity, Beispiel A/B Matrizen
|
||||
- Vektoren für translate: Vec3 {x, y, z}
|
||||
- Vektoren für rot3D: Vec3 {1,0,0}, Vec3 {0,1,0}
|
||||
|
||||
# ----------------------------
|
||||
# 3. Abnahmekriterien
|
||||
# ----------------------------
|
||||
- Alle Unit-Tests erfolgreich
|
||||
- Keine Exceptions außer gewollt (z. B. ungültige Achse)
|
||||
- Testbericht in tests.txt dokumentiert
|
||||
|
||||
========================================================
|
||||
Hinweis:
|
||||
- Diese Datei wird vom Tester gepflegt.
|
||||
- Tester dokumentiert Input, Output, erwartetes Ergebnis und Erfolg/Fehler.
|
||||
========================================================
|
||||
@@ -1,66 +0,0 @@
|
||||
#include "gamecube.h"
|
||||
|
||||
gamecube::gamecube(const Vec3 &pos, Color col)
|
||||
: position(pos), color(col) {}
|
||||
|
||||
void gamecube::Update(float flipSpeed)
|
||||
{
|
||||
if (flippingForward)
|
||||
{
|
||||
rotation += flipSpeed;
|
||||
if (rotation >= 180.0f)
|
||||
{
|
||||
rotation = 180.0f;
|
||||
flippingForward = false;
|
||||
flipped = true;
|
||||
}
|
||||
}
|
||||
else if (flippingBackward)
|
||||
{
|
||||
rotation -= flipSpeed;
|
||||
if (rotation <= 0.0f)
|
||||
{
|
||||
rotation = 0.0f;
|
||||
flippingBackward = false;
|
||||
flipped = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void gamecube::FlipForward() { flippingForward = true; }
|
||||
void gamecube::FlipBackward() { flippingBackward = true; }
|
||||
|
||||
bool gamecube::IsFlipped() const { return flipped; }
|
||||
bool gamecube::IsMatched() const { return matched; }
|
||||
void gamecube::SetMatched(bool m) { matched = m; }
|
||||
|
||||
void gamecube::Draw() const
|
||||
{
|
||||
rlPushMatrix();
|
||||
|
||||
// Matrizen für Rotation und Translation erzeugen
|
||||
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
|
||||
|
||||
// Matrizen multiplizieren (Translation * Rotation)
|
||||
auto model = gameMatrix::matmul(matrix_a, matrix_b);
|
||||
|
||||
// transform for raylib matrix
|
||||
float f[16];
|
||||
for (int i = 0; i < 4; i++)
|
||||
for (int j = 0; j < 4; j++)
|
||||
f[j * 4 + i] = model[i][j];
|
||||
rlMultMatrixf(f);
|
||||
|
||||
if (rotation < 90.0f)
|
||||
DrawCube({0,0,0}, 1,1,1, GRAY);
|
||||
else
|
||||
DrawCube({0,0,0}, 1,1,1, color);
|
||||
|
||||
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
|
||||
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
Vec3 gamecube::GetPosition() const { return position; }
|
||||
float gamecube::GetRotationY() const { return rotation; }
|
||||
@@ -0,0 +1,8 @@
|
||||
#include <iostream>
|
||||
|
||||
int main()
|
||||
{
|
||||
std::cout << "Hello world." << std::endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -2,6 +2,9 @@
|
||||
#include "gamematrix.h"
|
||||
#include "raylib.h"
|
||||
#include <rlgl.h>
|
||||
#include <array>
|
||||
|
||||
using Mat4 = std::array<std::array<double, 4>, 4>;
|
||||
|
||||
struct Vec3
|
||||
{
|
||||
@@ -3,6 +3,7 @@
|
||||
#include <array>
|
||||
#include <stdexcept>
|
||||
#include <cmath>
|
||||
#include "gamecube.h"
|
||||
|
||||
class gameMatrix
|
||||
{
|
||||
@@ -1,136 +0,0 @@
|
||||
#include "gamecube.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// 3D Memory Game – Hauptprogramm
|
||||
// -----------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
// 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;
|
||||
|
||||
// Nur 3 Farben für 3 Paare
|
||||
Color colors[] = { RED, GREEN, BLUE };
|
||||
|
||||
// 6 Karten-Positionen im 3x2 Raster
|
||||
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
|
||||
|
||||
// Farben doppelt in einen Pool legen und mischen
|
||||
std::vector<Color> colorPool;
|
||||
for (int i = 0; i < 3; 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); // Zufallsindex von 0 bis i
|
||||
std::swap(colorPool[i], colorPool[j]);
|
||||
}
|
||||
|
||||
// Karten/Würfel erstellen
|
||||
std::vector<gamecube> cubes;
|
||||
for (int i = 0; i < 6; i++)
|
||||
cubes.emplace_back(positions[i], colorPool[i]);
|
||||
|
||||
gamecube* first = nullptr;
|
||||
gamecube* second = nullptr;
|
||||
float flipSpeed = 5.0f; // Drehgeschwindigkeit
|
||||
bool gameWon = false;
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Hauptspielschleife
|
||||
// -----------------------------------------------------------
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Klick-Erkennung
|
||||
if (!gameWon && 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// Matching-Logik
|
||||
if (first && second)
|
||||
{
|
||||
Color col1 = first->GetColor();
|
||||
Color col2 = second->GetColor();
|
||||
|
||||
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
|
||||
{
|
||||
first->SetMatched(true);
|
||||
second->SetMatched(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
first->FlipBackward();
|
||||
second->FlipBackward();
|
||||
}
|
||||
|
||||
first = second = nullptr;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
#include "gamecube.h"
|
||||
|
||||
gamecube::gamecube(const Vec3 &pos, Color col)
|
||||
: position(pos), color(col) {}
|
||||
|
||||
void gamecube::Update(float flipSpeed)
|
||||
{
|
||||
//Tom: Added vars for clarity; replaced old 180.0f, 0.0f
|
||||
const float MaxRotationAngle = 180.0f;
|
||||
const float NoRotationAngle = 0.0f;
|
||||
|
||||
if (flippingForward)
|
||||
{
|
||||
rotation += flipSpeed;
|
||||
if (rotation >= MaxRotationAngle)
|
||||
{
|
||||
rotation = MaxRotationAngle;
|
||||
flippingForward = false;
|
||||
flipped = true;
|
||||
}
|
||||
}
|
||||
else if (flippingBackward)
|
||||
{
|
||||
rotation -= flipSpeed;
|
||||
if (rotation <= NoRotationAngle)
|
||||
{
|
||||
rotation = NoRotationAngle;
|
||||
flippingBackward = false;
|
||||
flipped = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void gamecube::FlipForward() { flippingForward = true; }
|
||||
void gamecube::FlipBackward() { flippingBackward = true; }
|
||||
|
||||
bool gamecube::IsFlipped() const { return flipped; }
|
||||
bool gamecube::IsMatched() const { return matched; }
|
||||
void gamecube::SetMatched(bool m) { matched = m; }
|
||||
|
||||
void gamecube::Draw() const
|
||||
{
|
||||
rlPushMatrix();
|
||||
|
||||
// Matrizen für Rotation und Translation erzeugen
|
||||
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
|
||||
|
||||
// Matrizen multiplizieren (Translation * Rotation)
|
||||
auto model = gameMatrix::matmul(matrix_a, matrix_b);
|
||||
|
||||
// transform for raylib matrix
|
||||
float f[16];
|
||||
for (int i = 0; i < 4; i++)
|
||||
for (int j = 0; j < 4; j++)
|
||||
f[j * 4 + i] = model[i][j];
|
||||
rlMultMatrixf(f);
|
||||
|
||||
if (rotation < 90.0f)
|
||||
DrawCube({0,0,0}, 1,1,1, GRAY);
|
||||
else
|
||||
DrawCube({0,0,0}, 1,1,1, color);
|
||||
|
||||
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
|
||||
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
Vec3 gamecube::GetPosition() const { return position; }
|
||||
float gamecube::GetRotationY() const { return rotation; }
|
||||
@@ -0,0 +1,75 @@
|
||||
#include "gamematrix.h"
|
||||
#include <cmath>
|
||||
|
||||
// Entfernt: namespace Matrix3D { ... } <-- GEÄNDERT
|
||||
|
||||
// Implementierungen jetzt als Klassenmethoden von gameMatrix <-- GEÄNDERT
|
||||
|
||||
// Optional: identity() als Hilfsmethode hinzugefügt
|
||||
static std::array<std::array<double,4>,4> identity() { // <-- NEU
|
||||
std::array<std::array<double,4>,4> m{};
|
||||
for(int i = 0; i < 4; i++) {
|
||||
for(int j = 0; j < 4; j++) {
|
||||
m[i][j] = (i == j) ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
return m;
|
||||
}
|
||||
|
||||
// -------------------- matmul --------------------
|
||||
std::array<std::array<double,4>,4> gameMatrix::matmul( // <-- GEÄNDERT
|
||||
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> R{};
|
||||
for(int i = 0; i < 4; i++) {
|
||||
for(int j = 0; j < 4; j++) {
|
||||
double sum = 0.0;
|
||||
for(int k = 0; k < 4; k++) {
|
||||
sum += A[i][k] * B[k][j];
|
||||
}
|
||||
R[i][j] = sum;
|
||||
}
|
||||
}
|
||||
return R;
|
||||
}
|
||||
|
||||
// -------------------- translate --------------------
|
||||
std::array<std::array<double,4>,4> gameMatrix::translate( // <-- GEÄNDERT
|
||||
const std::array<double,3>& pos)
|
||||
{
|
||||
auto t = identity(); // <-- NEU: nutzt die Hilfsmethode
|
||||
t[0][3] = pos[0];
|
||||
t[1][3] = pos[1];
|
||||
t[2][3] = pos[2];
|
||||
return t;
|
||||
}
|
||||
|
||||
// -------------------- rot3D --------------------
|
||||
std::array<std::array<double,4>,4> gameMatrix::rot3D( // <-- GEÄNDERT
|
||||
double angle_deg, char axis)
|
||||
{
|
||||
auto r = identity(); // <-- NEU: nutzt die Hilfsmethode
|
||||
|
||||
double rad = angle_deg * M_PI / 180.0;
|
||||
double c = std::cos(rad);
|
||||
double s = std::sin(rad);
|
||||
|
||||
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;
|
||||
}
|
||||
return r;
|
||||
}
|
||||
+282
@@ -0,0 +1,282 @@
|
||||
#include "gamecube.h"
|
||||
#include "gamematrix.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
#include <cmath> // Für ceil
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// 3D Memory Game – Hauptprogramm
|
||||
// -----------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
// =====================================================================
|
||||
// 1) KLEINES MENÜFENSTER (UNVERÄNDERT)
|
||||
// =====================================================================
|
||||
|
||||
InitWindow(400, 200, "Wuerfelspiel - Menu");
|
||||
SetTargetFPS(60);
|
||||
|
||||
char input[4] = "";
|
||||
int len = 0;
|
||||
int numberOfCubes = 0;
|
||||
bool error = false;
|
||||
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
int key = GetCharPressed();
|
||||
|
||||
// Zahlen erfassen
|
||||
if (key >= '0' && key <= '9' && len < 3)
|
||||
{
|
||||
input[len++] = (char)key;
|
||||
input[len] = '\0';
|
||||
}
|
||||
|
||||
// Backspace
|
||||
if (IsKeyPressed(KEY_BACKSPACE) && len > 0)
|
||||
input[--len] = '\0';
|
||||
|
||||
// ENTER = übernehmen
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
numberOfCubes = atoi(input);
|
||||
|
||||
if (numberOfCubes > 0 && numberOfCubes % 2 == 0)
|
||||
break; // gültig → Menü beenden
|
||||
else
|
||||
error = true;
|
||||
}
|
||||
|
||||
// Zeichnen des Menüs
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Anzahl der Wuerfel (gerade Zahl):", 30, 40, 20, DARKGRAY);
|
||||
|
||||
DrawRectangle(30, 80, 200, 40, LIGHTGRAY);
|
||||
DrawText(input, 40, 90, 20, BLACK);
|
||||
|
||||
if (error)
|
||||
DrawText("Ungueltige Eingabe!", 30, 140, 20, RED);
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow(); // Menüfenster schließen
|
||||
|
||||
|
||||
// =====================================================================
|
||||
// 2) HAUPTSPIELFENSTER
|
||||
// =====================================================================
|
||||
|
||||
// Fenster und Kamera
|
||||
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
|
||||
SetTargetFPS(60);
|
||||
|
||||
// NEU: GameState Definition
|
||||
enum class GameState
|
||||
{
|
||||
Idle, // kein Würfel offen, Eingabe erlaubt
|
||||
OneFlipped, // ein Würfel offen
|
||||
CheckingMatch, // zwei Würfel vollständig aufgeklappt, Vergleich läuft
|
||||
LockInput // Würfel drehen gerade – Eingabe kurz blockiert
|
||||
};
|
||||
|
||||
// NEU: GameState Initialisierung
|
||||
GameState state = GameState::Idle;
|
||||
|
||||
// Anzahl Spielzüge -> wie oft wurde ein Wuerfel geklickt
|
||||
int turnCount = 0;
|
||||
|
||||
// Startzeit für timer berechnung -> aktueller Zeitpunkt in Sekunden
|
||||
time_t startTime = time(nullptr);
|
||||
|
||||
// gespielte Zeit
|
||||
int playTime = 0;
|
||||
|
||||
// Zufall initialisieren
|
||||
srand(time(NULL));
|
||||
|
||||
Camera3D camera{};
|
||||
camera.position = {12.0f, 9.0f, 12.0f};
|
||||
camera.target = {0.0f, 0.0f, 0.0f};
|
||||
camera.up = {0.0f, 1.0f, 0.0f};
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Nur 3 Farben für 3 Paare
|
||||
Color colors[] = { RED, GREEN, BLUE };
|
||||
|
||||
// Positionen bestimmen für dynamisches NumberOfCubes
|
||||
std::vector<Vec3> positions;
|
||||
int columns = ceil(sqrt(numberOfCubes));
|
||||
int rows = ceil(numberOfCubes / (float)columns);
|
||||
float posi_x = 0;
|
||||
float posi_z = 0;
|
||||
|
||||
for (int i = 0; i < columns; i++)
|
||||
{
|
||||
for (int j = 0; j < rows; j++)
|
||||
{
|
||||
positions.push_back({posi_x, 0, posi_z});
|
||||
posi_z += 2;
|
||||
}
|
||||
posi_z = 0;
|
||||
posi_x += 2;;
|
||||
}
|
||||
|
||||
|
||||
// Farben doppelt in einen Pool legen und mischen
|
||||
std::vector<Color> colorPool;
|
||||
int numberOfPairs = numberOfCubes / 2;
|
||||
for (int i = 0; i < numberOfPairs; i++)
|
||||
{
|
||||
colorPool.push_back(colors[i % 3]);
|
||||
colorPool.push_back(colors[i % 3]);
|
||||
}
|
||||
|
||||
// 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 < numberOfCubes; i++)
|
||||
cubes.emplace_back(positions[i], colorPool[i]);
|
||||
|
||||
gamecube* first = nullptr;
|
||||
gamecube* second = nullptr;
|
||||
float flipSpeed = 5.0f; // Drehgeschwindigkeit
|
||||
bool gameWon = false;
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Hauptspielschleife
|
||||
// -----------------------------------------------------------
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// die aktuelle Spielzeit berechnen
|
||||
if (!gameWon)
|
||||
{
|
||||
playTime = static_cast<int>(time(nullptr) - startTime);
|
||||
}
|
||||
|
||||
// Klick-Erkennung (ÜBERSCHRIEBEN durch GameState-Logik)
|
||||
// Steuerung des Spielflusses: Nur im Idle- oder OneFlipped-Zustand wird reagiert!
|
||||
if (!gameWon
|
||||
&& state != GameState::LockInput
|
||||
&& state != GameState::CheckingMatch
|
||||
&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
if (!c.IsFlipped() && !c.IsMatched()) // Ist verdeckt und nicht gematcht
|
||||
{
|
||||
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)
|
||||
{
|
||||
// Klick verarbeitet, Würfel umdrehen
|
||||
c.FlipForward();
|
||||
turnCount++;
|
||||
|
||||
// Zustandswechsel:
|
||||
if (state == GameState::Idle)
|
||||
{
|
||||
state = GameState::OneFlipped; // 1. Klick → OneFlipped
|
||||
first = &c;
|
||||
break; // Verlasse die Schleife, da Klick verarbeitet
|
||||
}
|
||||
else if (state == GameState::OneFlipped)
|
||||
{
|
||||
// Sicherstellen, dass nicht derselbe Würfel geklickt wird
|
||||
if (&c != first)
|
||||
{
|
||||
state = GameState::LockInput; // 2. Klick → Animation läuft, Eingabe sperren
|
||||
second = &c;
|
||||
break; // Verlasse die Schleife
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Ende Klick-Erkennung
|
||||
|
||||
// Animation aller Würfel
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
c.Update(flipSpeed);
|
||||
}
|
||||
|
||||
// NEU: Zustandswechsel LockInput -> CheckingMatch
|
||||
// Prüft, ob die Flip-Animationen abgeschlossen sind
|
||||
if (state == GameState::LockInput && first && second)
|
||||
{
|
||||
// Warten auf das Ende der Umdreh-Animation. IsFlipped() prüft, ob der Würfel vollständig aufgedeckt ist.
|
||||
if (first->IsFlipped() && second->IsFlipped()) // Änderung: !IsFlipping() ersetzt durch IsFlipped()
|
||||
{
|
||||
state = GameState::CheckingMatch;
|
||||
}
|
||||
}
|
||||
|
||||
// Matching-Logik (ÜBERSCHRIEBEN und an GameState gekoppelt)
|
||||
if (state == GameState::CheckingMatch && first && second)
|
||||
{
|
||||
// Vergleichslogik der Aufgabe
|
||||
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();
|
||||
}
|
||||
|
||||
// Rücksetzung und Zustandswechsel zu Idle
|
||||
first = second = nullptr;
|
||||
state = GameState::Idle;
|
||||
}
|
||||
|
||||
// Gewinnprüfung
|
||||
if (!gameWon)
|
||||
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Zeichnen (UNVERÄNDERT)
|
||||
// -----------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginMode3D(camera);
|
||||
|
||||
for (auto &c : cubes)
|
||||
c.Draw();
|
||||
|
||||
EndMode3D();
|
||||
|
||||
if (gameWon)
|
||||
{
|
||||
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
|
||||
DrawText(("TurnCount: " + std::to_string(turnCount)).c_str(), 150, 290, 20, DARKBLUE);
|
||||
DrawText(("Seconds played: " + std::to_string(playTime)).c_str(), 150, 310, 20, DARKBLUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
||||
DrawText(("TurnCount: " + std::to_string(turnCount)).c_str(), 10, 30, 20, DARKGRAY); //Zeichne TurnCount
|
||||
DrawText(("PlayTime: " + std::to_string(playTime)).c_str(), 10, 50, 20, DARKGRAY); //Zeichne Playtime
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
Binary file not shown.
Reference in new issue
Block a user