31 Commits
Author SHA1 Message Date
Niklumm 58ff9f2e63 Merge branch 'main' into bug_fix_branch 2025-12-15 10:48:42 +01:00
Niklumm a4b18d1207 bug fixed 2025-12-15 10:47:32 +01:00
pumcookie ef779381a6 HighScore Final 2025-12-01 14:37:35 +01:00
marcelbls c6cdebfc84 Zähler eingebaut und versucht highscore zu fixen
Zähler eingebaut und versucht highscore zu fixen
2025-12-01 13:11:11 +01:00
pumcookie aa5ca11829 ScoreManager Score Part 2025-11-30 20:36:17 +01:00
Legaeli c0c25360cb Added user interface 2025-11-25 11:24:28 +01:00
Niklumm 9b3e642475 small max cube_count fix 2025-11-23 13:35:52 +01:00
Niklumm 9e5719f8f0 working flexible cube count 2025-11-23 13:31:24 +01:00
Legaeli f0a7363497 fuck your idea 2025-11-18 09:01:46 +01:00
Niklumm edb628f7ba idea changed 2025-11-18 08:58:36 +01:00
Legaeli 4ea94f1917 Test fix. Alles klappt (hoffentlich) 2025-11-18 08:53:50 +01:00
Niklumm d06404f865 FInal ohne .idea im git ignore
Test weil es chris fickt
2025-11-18 08:48:40 +01:00
Niklumm 79f97d6121 FINALFINALFINAL
es klappt nicht anfassen
2025-11-18 08:47:23 +01:00
Niklumm 784f75f4db Update .gitignore 2025-11-17 16:05:22 +01:00
Niklumm 9873b963fa Merge branch 'main' of https://git.efi.th-nuernberg.de/gitea/guballaro99746/Stone_Development 2025-11-17 16:03:54 +01:00
pumcookie 7dacd91b32 finalev2 2025-11-17 15:34:05 +01:00
pumcookie 4d2df95404 Merge remote-tracking branch 'origin/main'
# Conflicts:
#	.idea/workspace.xml
2025-11-17 15:33:29 +01:00
marcelbls 1527b661ea Merge branch 'main' of https://git.efi.th-nuernberg.de/gitea/guballaro99746/Stone_Development 2025-11-17 15:33:31 +01:00
marcelbls b1a825b386 update 2025-11-17 15:33:21 +01:00
pumcookie c002d7dd4b Merge branch 'refs/heads/project_tests'
# Conflicts:
#	.idea/workspace.xml
#	CMakeLists.txt
#	tests.cpp
2025-11-17 15:32:15 +01:00
pumcookie 72aac0894d trying merge 2025-11-17 15:23:42 +01:00
marcelbls 6b8e5f7204 Cmake List update 2025-11-17 15:11:42 +01:00
marcelbls 480fd67817 Merge branch 'main' into project_tests 2025-11-17 15:09:56 +01:00
marcelbls 366f7b1c37 updated 2025-11-17 15:08:48 +01:00
pumcookie 0da8b5ee41 Merge remote-tracking branch 'origin/main' 2025-11-17 15:07:56 +01:00
marcelbls cdc533c586 updated 2025-11-17 15:03:34 +01:00
guballaro99746 b73ba1a0e0 Merge branch 'project_tests'
# Conflicts:
#	cmake-build-debug/Prog3B.exe
#	cmake-build-debug/Testing/Temporary/LastTest.log
2025-11-17 15:00:11 +01:00
marcelbls ca3f80284c update 2025-11-17 14:24:28 +01:00
guballaro99746 35e35cad9b gitignore 2025-11-17 14:19:36 +01:00
marcelbls 7c8ea0c30e update Test.cpp 2025-11-17 09:30:31 +01:00
marcelbls 9e322748dc Tests implementiert 2025-11-17 09:26:31 +01:00
21 changed files with 6647 additions and 139 deletions
+1
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@@ -1,2 +1,3 @@
cmake-build-debug/ cmake-build-debug/
cmake-build-debug-mingw/ cmake-build-debug-mingw/
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@@ -1,8 +0,0 @@
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@@ -1,2 +0,0 @@
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@@ -21,68 +20,19 @@
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<generated> <generated>
<config projectName="Prog3B" targetName="Prog3B" /> <config projectName="Prog3B" targetName="Prog3B" />
<config projectName="Prog3B" targetName="Prog3B_tests" />
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@@ -165,7 +136,4 @@
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+7 -1
View File
@@ -15,6 +15,11 @@ endif()
set(SRC_FILES set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/main.cpp ${CMAKE_CURRENT_LIST_DIR}/main.cpp
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp ${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
${CMAKE_CURRENT_LIST_DIR}/gamematrix.cpp
${CMAKE_CURRENT_LIST_DIR}/createCube.cpp
${CMAKE_CURRENT_LIST_DIR}/userinterface.cpp
${CMAKE_CURRENT_LIST_DIR}/raygui_impl.cpp
${CMAKE_CURRENT_LIST_DIR}/ScoreManager.cpp
) )
set(INCLUDE_DIRS set(INCLUDE_DIRS
@@ -50,7 +55,6 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
# === Bibliotheken verlinken === # === Bibliotheken verlinken ===
target_link_libraries(${EXECUTABLE_NAME} PRIVATE target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libraylib.a ${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libraylib.a
) )
@@ -68,3 +72,5 @@ if(APPLE)
) )
endif() endif()
add_executable(Prog3B_tests tests.cpp)
set_target_properties(Prog3B_tests PROPERTIES WIN32_EXECUTABLE OFF)
+2
View File
@@ -0,0 +1,2 @@
score 99
time 99999.99
+72
View File
@@ -0,0 +1,72 @@
#include "ScoreManager.h"
#include <fstream>
#include <iostream>
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";
}
+25
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@@ -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();
};
+64
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@@ -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;
};
+11
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@@ -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
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@@ -44,11 +44,11 @@ void gamecube::Draw() const
rlPushMatrix(); rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen // Matrizen für Rotation und Translation erzeugen
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z}); auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = gameMatrix::rot3D(rotation, 'y'); auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
// Matrizen multiplizieren (Translation * Rotation) // 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 // transform for raylib matrix
float f[16]; float f[16];
+8
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@@ -32,3 +32,11 @@ private:
bool flippingBackward = false; bool flippingBackward = false;
float rotation = 0.0f; 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
};
+87
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@@ -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;
};
+13 -6
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@@ -4,16 +4,23 @@
#include <stdexcept> #include <stdexcept>
#include <cmath> #include <cmath>
class gameMatrix namespace Matrix3D {
{ class gameMatrix
public: {
public:
// Matrix Multiplikation // Matrix Multiplikation
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A, 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>& B); const std::array<std::array<double,4>,4>& matrix2);
// Rotationsmatrix um Achse x/y/z // Rotationsmatrix um Achse x/y/z
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis); static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
// Verschiebung // Verschiebung
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos); 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 {};
};
}
+93 -14
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@@ -1,12 +1,20 @@
#include "gamecube.h" #include "gamecube.h"
#include "createCube.h"
#include "userinterface.h"
#include <algorithm> #include <algorithm>
#include <ctime> #include <ctime>
#include <iostream>
#include "ScoreManager.h"
// ----------------------------------------------------------- // -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm // 3D Memory Game – Hauptprogramm
// ----------------------------------------------------------- // -----------------------------------------------------------
int main() int main()
{ {
UserInterface userInterface;
ScoreManager score("Highscores.txt");
//CHRIS WAR HIER //CHRIS WAR HIER
//AXIOM WAR HIER //AXIOM WAR HIER
// Zufall initialisieren // Zufall initialisieren
@@ -17,21 +25,44 @@ int main()
SetTargetFPS(60); SetTargetFPS(60);
Camera3D camera{}; 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.target = {0.0f, 0.0f, 0.0f};
camera.up = {0.0f, 1.0f, 0.0f}; camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 45.0f; camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE;
// Nur 3 Farben für 3 Paare GameState state = GameState::Idle;
Color colors[] = { RED, GREEN, BLUE };
//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 // Farben doppelt in einen Pool legen und mischen
std::vector<Color> colorPool; 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]);
colorPool.push_back(colors[i]); colorPool.push_back(colors[i]);
@@ -46,7 +77,7 @@ int main()
// Karten/Würfel erstellen // Karten/Würfel erstellen
std::vector<gamecube> cubes; 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]); cubes.emplace_back(positions[i], colorPool[i]);
gamecube* first = nullptr; gamecube* first = nullptr;
@@ -60,7 +91,11 @@ int main()
while (!WindowShouldClose()) while (!WindowShouldClose())
{ {
// Klick-Erkennung // 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(); Vector2 mouse = GetMousePosition();
@@ -71,7 +106,27 @@ int main()
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera); 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 (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
{
if (state == GameState::OneFlipped && first == &c)
break;
c.FlipForward(); 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) for (auto &c : cubes)
{ {
c.Update(flipSpeed); c.Update(flipSpeed);
}
// Sobald ein Würfel vollständig umgedreht ist → merken
if (c.IsFlipped() && !c.IsMatched()) if (state == GameState::LockInput && first && second)
{ {
if (!first) first = &c; if (first->GetRotationY() == 180.0f && second->GetRotationY() == 180.0f)
else if (!second && &c != first) second = &c; {
state = GameState::CheckingMatch;
} }
} }
// Matching-Logik // Matching-Logik
if (first && second) if (state == GameState::CheckingMatch && first && second)
{ {
//currentScoreTurns = score.getCurrentScore();
Color col1 = first->GetColor(); Color col1 = first->GetColor();
Color col2 = second->GetColor(); Color col2 = second->GetColor();
@@ -107,15 +165,25 @@ int main()
} }
first = second = nullptr; first = second = nullptr;
state = GameState::Idle;
std::cout <<"unlock";
} }
// Gewinnprüfung // Gewinnprüfung
if (!gameWon) if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); }); 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 // Zeichnen
// ----------------------------------------------------------- // -----------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginMode3D(camera); BeginMode3D(camera);
@@ -125,11 +193,22 @@ int main()
EndMode3D(); EndMode3D();
if (gameWon) if (gameWon) {
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE); 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 else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY); DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
EndDrawing(); EndDrawing();
} }
+2
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@@ -0,0 +1,2 @@
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
+5994
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+53
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@@ -0,0 +1,53 @@
#include <cassert>
#include <cmath>
#include <iostream>
#include "gamematrix.cpp"
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);
}
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;
}
+42
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@@ -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.
========================================================
+77
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@@ -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 &currentScoreTime, double &highScoreTime, int &currentScoreTurns, 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 &currentScoreTime, double &highScoreTime, int &currentScoreTurns, 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);
}
+20
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@@ -0,0 +1,20 @@
#pragma once
class UserInterface {
public:
int getCubeCount();
void showMenu(double &currentScoreTime, double &highScoreTime, int &currentScoreTurns, int &highScoreTurns);
void showScore(double &currentScoreTime, double &highScoreTime, int &currentScoreTurns, int &highScoreTurns);
bool menuOpen = false;
private:
int cubeCount = 0;
bool wrongInput = false;
};
#ifndef USERINTERFACE_H
#define USERINTERFACE_H
#endif //USERINTERFACE_H