From 3e951be9b716808e9a7dd3bde84ff54156249638 Mon Sep 17 00:00:00 2001 From: Vanessa Freisleben Date: Mon, 13 Oct 2025 14:25:55 +0000 Subject: [PATCH] Upload files to "/" --- CMakeLists.txt | 35 +++++++++++++ gamecube.cpp | 66 ++++++++++++++++++++++++ gamecube.h | 34 +++++++++++++ gamematrix.h | 19 +++++++ main.cpp | 136 +++++++++++++++++++++++++++++++++++++++++++++++++ 5 files changed, 290 insertions(+) create mode 100644 CMakeLists.txt create mode 100644 gamecube.cpp create mode 100644 gamecube.h create mode 100644 gamematrix.h create mode 100644 main.cpp diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..15b11b2 --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,35 @@ +cmake_minimum_required(VERSION 3.28) +project(Prog3B) +set(EXECUTABLE_NAME Prog3B) + +# Generate compile_commands.json +set(CMAKE_EXPORT_COMPILE_COMMANDS ON) +set(CMAKE_CXX_STANDARD 20) + +# Set the default build type if not specified +if(NOT CMAKE_BUILD_TYPE) + set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE) +endif() + +set(SRC_FILES + ${CMAKE_CURRENT_LIST_DIR}/main.cpp + ${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp +) + +set(INCLUDE_DIRS + ${CMAKE_CURRENT_LIST_DIR}/linux +) + +add_executable(${EXECUTABLE_NAME} ${SRC_FILES}) +target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS}) +target_link_libraries(${EXECUTABLE_NAME} PRIVATE + ${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a + ${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a +) + +# Checks if OSX and links appropriate frameworks (Only required on MacOS) +if (APPLE) + target_link_libraries(Prog3B "-framework IOKit") + target_link_libraries(Prog3B "-framework Cocoa") + target_link_libraries(Prog3B "-framework OpenGL") +endif() diff --git a/gamecube.cpp b/gamecube.cpp new file mode 100644 index 0000000..6848d50 --- /dev/null +++ b/gamecube.cpp @@ -0,0 +1,66 @@ +#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; } \ No newline at end of file diff --git a/gamecube.h b/gamecube.h new file mode 100644 index 0000000..bbe0028 --- /dev/null +++ b/gamecube.h @@ -0,0 +1,34 @@ +#pragma once +#include "gamematrix.h" +#include "raylib.h" +#include + +struct Vec3 +{ + float x, y, z; +}; + +class gamecube +{ +public: + gamecube(const Vec3 &pos, Color col); + void Update(float flipSpeed); + void FlipForward(); + void FlipBackward(); + bool IsFlipped() const; + bool IsMatched() const; + void SetMatched(bool m); + void Draw() const; + Vec3 GetPosition() const; + float GetRotationY() const; + Color GetColor() const { return color; } + +private: + Vec3 position; + Color color; + bool flipped = false; + bool matched = false; + bool flippingForward = false; + bool flippingBackward = false; + float rotation = 0.0f; +}; \ No newline at end of file diff --git a/gamematrix.h b/gamematrix.h new file mode 100644 index 0000000..7a644d6 --- /dev/null +++ b/gamematrix.h @@ -0,0 +1,19 @@ +#pragma once +#include +#include +#include +#include + +class gameMatrix +{ +public: + // Matrix Multiplikation + static std::array,4> matmul(const std::array,4>& A, + const std::array,4>& B); + + // Rotationsmatrix um Achse x/y/z + static std::array,4> rot3D(double angle_deg, char axis); + + // Verschiebung + static std::array,4> translate(const std::array& pos); +}; diff --git a/main.cpp b/main.cpp new file mode 100644 index 0000000..287251d --- /dev/null +++ b/main.cpp @@ -0,0 +1,136 @@ +#include "gamecube.h" +#include +#include + +// ----------------------------------------------------------- +// 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 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 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 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; +} \ No newline at end of file