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|
||||
ScoreManager::ScoreManager(const std::string& filename) : highscoreFile(filename) {
|
||||
loadHighscore();
|
||||
}
|
||||
|
||||
void ScoreManager::loadHighscore() {
|
||||
std::ifstream file(highscoreFile);
|
||||
|
||||
if (!file.is_open()) {
|
||||
std::cout << "No highscore file found, creating new file.\n";
|
||||
highScore = 9999;
|
||||
bestTime = 99999.99;
|
||||
return;
|
||||
}
|
||||
|
||||
std::string key;
|
||||
while (file >> key) {
|
||||
if (key == "score") file >> highScore;
|
||||
else if (key == "time") file >> bestTime;
|
||||
}
|
||||
|
||||
file.close();
|
||||
|
||||
// If file contains useless values (like old format), reset
|
||||
if (highScore <= 0 || highScore > 9999) highScore = 9999;
|
||||
if (bestTime <= 0 || bestTime > 99999.99) bestTime = 99999.99;
|
||||
}
|
||||
|
||||
|
||||
void ScoreManager::incrementScore() {
|
||||
currentScore++;
|
||||
}
|
||||
|
||||
void ScoreManager::resetScore() {
|
||||
currentScore = 0;
|
||||
}
|
||||
|
||||
void ScoreManager::saveHighScore(int finalScore, double finalTime) {
|
||||
bool updated = false;
|
||||
|
||||
if (finalScore < highScore) {
|
||||
highScore = finalScore;
|
||||
updated = true;
|
||||
}
|
||||
|
||||
if (finalTime < bestTime) {
|
||||
bestTime = finalTime;
|
||||
updated = true;
|
||||
}
|
||||
|
||||
// For safety: If file was default → always write
|
||||
if (highScore == 9999 && bestTime == 99999.99)
|
||||
updated = true;
|
||||
|
||||
if (!updated) return;
|
||||
|
||||
std::ofstream file(highscoreFile);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "❌ ERROR: Can't write highscore file\n";
|
||||
return;
|
||||
}
|
||||
|
||||
file << "score " << highScore << "\n";
|
||||
file << "time " << bestTime << "\n";
|
||||
file.close();
|
||||
|
||||
std::cout << "✅ Highscore updated!\n";
|
||||
}
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <limits>
|
||||
|
||||
class ScoreManager {
|
||||
public:
|
||||
ScoreManager(const std::string& filename);
|
||||
|
||||
void incrementScore();
|
||||
void resetScore();
|
||||
void saveHighScore(int finalScore, double finalTime);
|
||||
|
||||
int getCurrentScore() const { return currentScore; }
|
||||
int getHighScore() const { return highScore; }
|
||||
double getBestTime() const { return bestTime; }
|
||||
|
||||
private:
|
||||
int currentScore = 0;
|
||||
int highScore = std::numeric_limits<int>::max();
|
||||
double bestTime = std::numeric_limits<double>::max();
|
||||
|
||||
std::string highscoreFile;
|
||||
|
||||
void loadHighscore();
|
||||
};
|
||||
@@ -0,0 +1,64 @@
|
||||
#include "createCube.h"
|
||||
#include <iostream>
|
||||
|
||||
std::vector<Vec3> createCubes(int pairs)
|
||||
{
|
||||
std::vector<int> fieldSize = calculateFieldSize(pairs);
|
||||
std::vector<Vec3> cubePositions;
|
||||
//std::cout<<(fieldSize[0])<<std::endl;
|
||||
//std::cout<<(fieldSize[1]) <<std::endl;
|
||||
int start_x = (fieldSize[0]/2) * -2;
|
||||
int start_y = (fieldSize[1]/2) * -2;
|
||||
for (int i = 0; i < fieldSize[0]; i++)
|
||||
{
|
||||
for (int j = 0; j < fieldSize[1]; j++)
|
||||
{
|
||||
cubePositions.push_back(Vec3(start_x + 2*i, 0, start_y + 2*j));
|
||||
}
|
||||
}
|
||||
return cubePositions;
|
||||
};
|
||||
|
||||
std::vector<int> calculateFieldSize(int pairs)
|
||||
{
|
||||
std::vector<int> best_field = {pairs, 2};
|
||||
int cube_count = pairs *2;
|
||||
int test_count = 3;
|
||||
while (test_count < pairs)
|
||||
{
|
||||
for (int i = 3; i < pairs; i++)
|
||||
{
|
||||
if (test_count * i == cube_count && test_count + i < best_field[0] + best_field[1])
|
||||
{
|
||||
best_field[1] = test_count;
|
||||
best_field[0] = i;
|
||||
}
|
||||
}
|
||||
test_count++;
|
||||
}
|
||||
return best_field;
|
||||
|
||||
};
|
||||
|
||||
std::vector<Color> getColors(int pairs)
|
||||
{
|
||||
std::vector<Color> returnColors;
|
||||
Color colors[] = {
|
||||
{230, 25, 75, 255}, // Red
|
||||
{60, 180, 75, 255}, // Green
|
||||
{0, 130, 200, 255}, // Blue
|
||||
{245, 130, 48, 255}, // Orange
|
||||
{145, 30, 180, 255}, // Purple
|
||||
{255, 225, 25, 255}, // Yellow
|
||||
{70, 240, 240, 255}, // Cyan
|
||||
{240, 50, 230, 255}, // Magenta
|
||||
{210, 245, 60, 255}, // Lime
|
||||
{250, 190, 190, 255} // Pink
|
||||
};
|
||||
for (int i = 0; i < pairs; i++)
|
||||
{
|
||||
returnColors.push_back(colors[i]);
|
||||
}
|
||||
std::cout << returnColors.size() << std::endl;
|
||||
return returnColors;
|
||||
};
|
||||
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
#include "gamecube.h"
|
||||
|
||||
|
||||
|
||||
std::vector<Vec3> createCubes(int pairs);
|
||||
|
||||
std::vector<Color> getColors(int pairs);
|
||||
|
||||
std::vector<int> calculateFieldSize(int pairs);
|
||||
|
||||
+3
-3
@@ -44,11 +44,11 @@ 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');
|
||||
auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
|
||||
|
||||
// Matrizen multiplizieren (Translation * Rotation)
|
||||
auto model = gameMatrix::matmul(matrix_a, matrix_b);
|
||||
auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
|
||||
|
||||
// transform for raylib matrix
|
||||
float f[16];
|
||||
|
||||
@@ -31,4 +31,12 @@ private:
|
||||
bool flippingForward = false;
|
||||
bool flippingBackward = false;
|
||||
float rotation = 0.0f;
|
||||
};
|
||||
|
||||
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
|
||||
};
|
||||
@@ -0,0 +1,87 @@
|
||||
#include "gamematrix.h"
|
||||
|
||||
|
||||
using namespace Matrix3D;
|
||||
|
||||
///
|
||||
/// @param matrix1 - First matrix
|
||||
/// @param matrix2 - Second matrix
|
||||
/// @return Returns the multiplication of matrix 1 and matrix 2.
|
||||
std::array<std::array<double,4>,4> gameMatrix::matmul(const std::array<std::array<double,4>,4>& matrix1,
|
||||
const std::array<std::array<double,4>,4>& matrix2) {
|
||||
|
||||
std::array<std::array<double,4>,4> matrix3 = {};
|
||||
if (matrix1[0].size() != matrix2.size()) {
|
||||
throw std::invalid_argument("Number of columns of matrix 1 must be equal to number of rows of matrix 2");
|
||||
};
|
||||
for (int i = 0; i < matrix1.size(); i++) {
|
||||
std::array<double,4> temp_array = {};
|
||||
for (int j = 0; j < matrix2[i].size(); j++) {
|
||||
double temp = 0;
|
||||
for (int k = 0; k < matrix2.size(); k++) {
|
||||
temp += matrix1[i][k] * matrix2[k][j];
|
||||
}
|
||||
temp_array[j] = temp;
|
||||
}
|
||||
matrix3[i] = temp_array;
|
||||
}
|
||||
return matrix3;
|
||||
}
|
||||
|
||||
///
|
||||
/// @param angle_deg Rotation angle
|
||||
/// @param axis Rotation axis (x, y, z)
|
||||
/// @return Returns a rotation matrix based on a given angle and axis.
|
||||
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
|
||||
if (axis != 'x' && axis != 'y' && axis != 'z') {
|
||||
throw std::invalid_argument("Invalid axis");
|
||||
};
|
||||
const auto angle_rad = angle_deg * M_PI / 180;
|
||||
std::array<std::array<double,4>,4> rotationMatrix = {};
|
||||
switch (axis) {
|
||||
case 'x': {
|
||||
std::array<std::array<double,4>,4> rMx = {{
|
||||
{1, 0, 0, 0},
|
||||
{0, cos(angle_rad), -sin(angle_rad), 0},
|
||||
{0, sin(angle_rad), cos(angle_rad), 0},
|
||||
{0, 0, 0, 1}
|
||||
}};
|
||||
rotationMatrix = rMx;
|
||||
}
|
||||
break;
|
||||
case 'y': {
|
||||
std::array<std::array<double,4>,4> rMy = {{
|
||||
{cos(angle_rad), 0, sin(angle_rad), 0},
|
||||
{0, 1, 0, 0},
|
||||
{-sin(angle_rad), 0, cos(angle_rad), 0},
|
||||
{0, 0, 0, 1}
|
||||
}};
|
||||
rotationMatrix = rMy;
|
||||
}
|
||||
break;
|
||||
|
||||
case 'z': {
|
||||
std::array<std::array<double,4>,4> rMz = {{
|
||||
{cos(angle_rad), -sin(angle_rad), 0, 0},
|
||||
{sin(angle_rad), cos(angle_rad), 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1}
|
||||
}};
|
||||
rotationMatrix = rMz;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return rotationMatrix;
|
||||
};
|
||||
|
||||
|
||||
///
|
||||
/// @param pos 3 point vector (x, y, z)
|
||||
/// @return Returns a 4x4 translation matrix base on a given vector.
|
||||
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double, 3>& pos) {
|
||||
std::array<std::array<double,4>,4> transMatrix = {{{1, 0, 0, pos[0]}, {0, 1, 0, pos[1]}, {0, 0, 1, pos[2]}, {0, 0, 0, 1}}};
|
||||
return transMatrix;
|
||||
};
|
||||
|
||||
|
||||
|
||||
+18
-11
@@ -4,16 +4,23 @@
|
||||
#include <stdexcept>
|
||||
#include <cmath>
|
||||
|
||||
class gameMatrix
|
||||
{
|
||||
public:
|
||||
// Matrix Multiplikation
|
||||
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A,
|
||||
const std::array<std::array<double,4>,4>& B);
|
||||
namespace Matrix3D {
|
||||
class gameMatrix
|
||||
{
|
||||
public:
|
||||
// Matrix Multiplikation
|
||||
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& matrix1,
|
||||
const std::array<std::array<double,4>,4>& matrix2);
|
||||
|
||||
// Rotationsmatrix um Achse x/y/z
|
||||
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
|
||||
// Rotationsmatrix um Achse x/y/z
|
||||
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
|
||||
|
||||
// Verschiebung
|
||||
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
|
||||
};
|
||||
// Verschiebung
|
||||
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
|
||||
|
||||
private:
|
||||
//TODO: Was für eine Rolle spielen Vec3 und Mat4???
|
||||
struct Vec3 {double x,y,z;};
|
||||
std::array<std::array<double,4>,4> Mat4 {};
|
||||
};
|
||||
}
|
||||
@@ -1,12 +1,20 @@
|
||||
#include "gamecube.h"
|
||||
#include "createCube.h"
|
||||
#include "userinterface.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
#include <iostream>
|
||||
|
||||
#include "ScoreManager.h"
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// 3D Memory Game – Hauptprogramm
|
||||
// -----------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
UserInterface userInterface;
|
||||
ScoreManager score("Highscores.txt");
|
||||
|
||||
//CHRIS WAR HIER
|
||||
//AXIOM WAR HIER
|
||||
// Zufall initialisieren
|
||||
@@ -17,21 +25,44 @@ int main()
|
||||
SetTargetFPS(60);
|
||||
|
||||
Camera3D camera{};
|
||||
camera.position = {6.0f, 6.0f, 6.0f};
|
||||
camera.position = {8.0f, 8.5f, 8.0f};
|
||||
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 };
|
||||
GameState state = GameState::Idle;
|
||||
|
||||
|
||||
//TODO: Hier die Zeit abrufen.
|
||||
double currentScoreTime = 0.0;
|
||||
double startTime = 0.0;
|
||||
double highScoreTime = score.getBestTime();
|
||||
|
||||
//TODO: Hier die Anzahl der Züge abrufen.
|
||||
int currentScoreTurns = 0;
|
||||
int highScoreTurns = score.getHighScore();
|
||||
|
||||
//if (currentScoreTime <= highScoreTime) highScoreTime = currentScoreTime;
|
||||
//if (currentScoreTime <= highScoreTurns) highScoreTurns = currentScoreTurns;
|
||||
|
||||
int cubePairs = userInterface.getCubeCount();
|
||||
if (cubePairs <= 0) {
|
||||
userInterface.showMenu(currentScoreTime, highScoreTime, currentScoreTurns, highScoreTurns);
|
||||
cubePairs = userInterface.getCubeCount();
|
||||
// Startzeit speichern nach Enter
|
||||
startTime = currentScoreTime;
|
||||
}
|
||||
|
||||
std::vector<Vec3> positions =createCubes(cubePairs);
|
||||
|
||||
// Nur x Farben für x Paare
|
||||
std::vector<Color> colors= getColors(cubePairs);
|
||||
|
||||
// 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++)
|
||||
for (int i = 0; i < cubePairs; i++)
|
||||
{
|
||||
colorPool.push_back(colors[i]);
|
||||
colorPool.push_back(colors[i]);
|
||||
@@ -46,7 +77,7 @@ int main()
|
||||
|
||||
// Karten/Würfel erstellen
|
||||
std::vector<gamecube> cubes;
|
||||
for (int i = 0; i < 6; i++)
|
||||
for (int i = 0; i < cubePairs*2; i++)
|
||||
cubes.emplace_back(positions[i], colorPool[i]);
|
||||
|
||||
gamecube* first = nullptr;
|
||||
@@ -60,7 +91,11 @@ int main()
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Klick-Erkennung
|
||||
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
//if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
if (!gameWon
|
||||
&& state != GameState::LockInput
|
||||
&& state != GameState::CheckingMatch
|
||||
&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
|
||||
@@ -71,7 +106,27 @@ int main()
|
||||
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)
|
||||
{
|
||||
if (state == GameState::OneFlipped && first == &c)
|
||||
break;
|
||||
|
||||
c.FlipForward();
|
||||
|
||||
if (state == GameState::Idle)
|
||||
{
|
||||
first = &c;
|
||||
state = GameState::OneFlipped;
|
||||
}else if (state == GameState::OneFlipped && first != &c)
|
||||
{
|
||||
second = &c;
|
||||
state = GameState::LockInput;
|
||||
}
|
||||
|
||||
score.incrementScore();
|
||||
currentScoreTurns = score.getCurrentScore() / 2;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -80,18 +135,21 @@ int main()
|
||||
for (auto &c : cubes)
|
||||
{
|
||||
c.Update(flipSpeed);
|
||||
}
|
||||
|
||||
// Sobald ein Würfel vollständig umgedreht ist → merken
|
||||
if (c.IsFlipped() && !c.IsMatched())
|
||||
|
||||
if (state == GameState::LockInput && first && second)
|
||||
{
|
||||
if (first->GetRotationY() == 180.0f && second->GetRotationY() == 180.0f)
|
||||
{
|
||||
if (!first) first = &c;
|
||||
else if (!second && &c != first) second = &c;
|
||||
state = GameState::CheckingMatch;
|
||||
}
|
||||
}
|
||||
|
||||
// Matching-Logik
|
||||
if (first && second)
|
||||
if (state == GameState::CheckingMatch && first && second)
|
||||
{
|
||||
//currentScoreTurns = score.getCurrentScore();
|
||||
Color col1 = first->GetColor();
|
||||
Color col2 = second->GetColor();
|
||||
|
||||
@@ -107,15 +165,25 @@ int main()
|
||||
}
|
||||
|
||||
first = second = nullptr;
|
||||
state = GameState::Idle;
|
||||
std::cout <<"unlock";
|
||||
}
|
||||
|
||||
// Gewinnprüfung
|
||||
if (!gameWon)
|
||||
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
|
||||
|
||||
//Zeit Berechnung
|
||||
if (!gameWon)
|
||||
{
|
||||
currentScoreTime = GetTime() - startTime;
|
||||
DrawText(TextFormat("%.2f", currentScoreTime), 10, 30, 20, DARKGRAY);
|
||||
}
|
||||
// -----------------------------------------------------------
|
||||
// Zeichnen
|
||||
// -----------------------------------------------------------
|
||||
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginMode3D(camera);
|
||||
@@ -125,11 +193,22 @@ int main()
|
||||
|
||||
EndMode3D();
|
||||
|
||||
if (gameWon)
|
||||
if (gameWon) {
|
||||
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
|
||||
|
||||
//TODO: Neue Scores zuweisen, current genügen.
|
||||
//currentScoreTime = 17.3;
|
||||
//currentScoreTurns = 10;
|
||||
|
||||
if (currentScoreTime <= highScoreTime) highScoreTime = currentScoreTime;
|
||||
if (currentScoreTurns <= highScoreTurns) highScoreTurns = currentScoreTurns;
|
||||
score.saveHighScore(currentScoreTurns, currentScoreTime);
|
||||
userInterface.showScore(currentScoreTime, highScoreTime, currentScoreTurns, highScoreTurns);
|
||||
}
|
||||
else
|
||||
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h"
|
||||
+5994
File diff suppressed because it is too large
Load Diff
@@ -1,13 +1,53 @@
|
||||
#include <array>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include "gamematrix.cpp"
|
||||
|
||||
int main()
|
||||
{
|
||||
void test_matmul_basic() {
|
||||
std::array<std::array<double,4>,4> A = {{
|
||||
{1, 0, 0, 0},
|
||||
{0, 1, 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1}
|
||||
}};
|
||||
|
||||
std::array<std::array<double,4>,4> B = {{
|
||||
{2, 3, 4, 5},
|
||||
{1, 1, 1, 1},
|
||||
{0, 0, 0, 0},
|
||||
{7, 7, 7, 7}
|
||||
}};
|
||||
|
||||
auto C = Matrix3D::gameMatrix::matmul(A, B);
|
||||
|
||||
assert(C[0][0] == 2);
|
||||
assert(C[0][1] == 3);
|
||||
assert(C[1][0] == 1);
|
||||
assert(C[3][3] == 7);
|
||||
}
|
||||
|
||||
bool test_matmul()
|
||||
{
|
||||
|
||||
void test_translate_basic() {
|
||||
std::array<double, 3> pos = {3, -2, 8};
|
||||
|
||||
}
|
||||
auto T = Matrix3D::gameMatrix::translate(pos);
|
||||
|
||||
assert(T[0][3] == 3);
|
||||
assert(T[1][3] == -2);
|
||||
assert(T[2][3] == 8);
|
||||
}
|
||||
|
||||
void test_rot3D_basic() {
|
||||
auto R = Matrix3D::gameMatrix::rot3D(90, 'x');
|
||||
// cos(90°) ≈ 0, sin(90°) ≈ 1
|
||||
assert(std::abs(R[1][1]) < 1e-6);
|
||||
assert(std::abs(R[1][2] + 1.0) < 1e-6);
|
||||
}
|
||||
|
||||
int main() {
|
||||
test_matmul_basic();
|
||||
test_translate_basic();
|
||||
test_rot3D_basic();
|
||||
|
||||
std::cout << "Test bestanden!\n";
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
#include "userinterface.h"
|
||||
#include "raylib.h"
|
||||
#include "raygui.h"
|
||||
#include <iostream>
|
||||
#include <cstring>
|
||||
#include <format>
|
||||
|
||||
|
||||
|
||||
int UserInterface::getCubeCount() {
|
||||
return cubeCount;
|
||||
};
|
||||
|
||||
void UserInterface::showMenu(double ¤tScoreTime, double &highScoreTime, int ¤tScoreTurns, int &highScoreTurns) {
|
||||
char textInput[3] = "3";
|
||||
menuOpen = true;
|
||||
Rectangle inputBox = {300, 250, 200, 50};
|
||||
|
||||
while (menuOpen && !WindowShouldClose()) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
showScore(currentScoreTime, highScoreTime, currentScoreTurns, highScoreTurns);
|
||||
if (wrongInput) {
|
||||
DrawText("Falsche Eingabe.\nWie viele Würfelpaare? (2-10)", 220, 180, 20, DARKGRAY);
|
||||
} else {
|
||||
DrawText("Wie viele Würfelpaare? (2-10)", 220, 180, 20, DARKGRAY);
|
||||
}
|
||||
|
||||
GuiTextBox(inputBox, textInput, 3, true);
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) {
|
||||
if (!(std::atoi(textInput) > 10 || std::atoi(textInput) <= 1)) {
|
||||
menuOpen = false;
|
||||
cubeCount = std::atoi(textInput);
|
||||
|
||||
currentScoreTime = GetTime();
|
||||
} else {
|
||||
wrongInput = true;
|
||||
}
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UserInterface::showScore(double ¤tScoreTime, double &highScoreTime, int ¤tScoreTurns, int &highScoreTurns) {
|
||||
Color currentScoreTimeColor = RED;
|
||||
Color highScoreTimeColor = GREEN;
|
||||
Color currentScoreTurnsColor = RED;
|
||||
Color highScoreTurnsColor = GREEN;
|
||||
|
||||
if (currentScoreTime <= highScoreTime) {
|
||||
currentScoreTimeColor = GREEN;
|
||||
} else if (currentScoreTime < highScoreTime) {
|
||||
currentScoreTimeColor = RED;
|
||||
}
|
||||
|
||||
if (currentScoreTurns <= highScoreTurns) {
|
||||
currentScoreTurnsColor = GREEN;
|
||||
} else if (currentScoreTurns > highScoreTurns) {
|
||||
currentScoreTurnsColor = RED;
|
||||
}
|
||||
|
||||
if (!menuOpen) {
|
||||
std::string currentTimeOutput = std::format("Deine Zeit: {:.2f}", currentScoreTime);
|
||||
DrawText(currentTimeOutput.c_str(), 220, 100, 20, currentScoreTimeColor);
|
||||
std::string currentTurnsOutput = "Deine Züge: " + std::to_string(currentScoreTurns);
|
||||
DrawText(currentTurnsOutput.c_str(), 440, 100, 20, currentScoreTurnsColor);
|
||||
}
|
||||
|
||||
std::string highTimeOutput = std::format("Beste Zeit: {:.2f}", highScoreTime);
|
||||
DrawText(highTimeOutput.c_str(), 220, 120, 20, highScoreTimeColor);
|
||||
std::string highTurnsOutput = "Wenigste Züge: " + std::to_string(highScoreTurns);
|
||||
DrawText(highTurnsOutput.c_str(), 440, 120, 20, highScoreTurnsColor);
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
class UserInterface {
|
||||
public:
|
||||
int getCubeCount();
|
||||
void showMenu(double ¤tScoreTime, double &highScoreTime, int ¤tScoreTurns, int &highScoreTurns);
|
||||
void showScore(double ¤tScoreTime, double &highScoreTime, int ¤tScoreTurns, int &highScoreTurns);
|
||||
|
||||
bool menuOpen = false;
|
||||
|
||||
private:
|
||||
int cubeCount = 0;
|
||||
bool wrongInput = false;
|
||||
};
|
||||
|
||||
#ifndef USERINTERFACE_H
|
||||
#define USERINTERFACE_H
|
||||
|
||||
#endif //USERINTERFACE_H
|
||||
Reference in New Issue
Block a user