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cmake-build-debug-mingw/
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cmake-build-debug/
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@@ -1,70 +0,0 @@
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cmake_minimum_required(VERSION 3.16)
|
|
||||||
project(Prog3B)
|
|
||||||
|
|
||||||
# === Basis-Konfiguration ===
|
|
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set(EXECUTABLE_NAME Prog3B)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Default-Build-Type (falls nicht angegeben)
|
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if(NOT CMAKE_BUILD_TYPE)
|
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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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endif()
|
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||||||
|
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||||||
# === Quell- und Header-Dateien ===
|
|
||||||
set(SRC_FILES
|
|
||||||
${CMAKE_CURRENT_LIST_DIR}/main.cpp
|
|
||||||
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
|
|
||||||
${CMAKE_CURRENT_LIST_DIR}/gamematrix.cpp
|
|
||||||
)
|
|
||||||
|
|
||||||
set(INCLUDE_DIRS
|
|
||||||
${CMAKE_CURRENT_LIST_DIR}/windows
|
|
||||||
${CMAKE_CURRENT_LIST_DIR}/raylib
|
|
||||||
)
|
|
||||||
|
|
||||||
# === Betriebssystem automatisch erkennen ===
|
|
||||||
if(WIN32)
|
|
||||||
set(OS_DIR "windows")
|
|
||||||
elseif(APPLE)
|
|
||||||
# Prüfen, ob ARM oder x86
|
|
||||||
execute_process(
|
|
||||||
COMMAND uname -m
|
|
||||||
OUTPUT_VARIABLE ARCH
|
|
||||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
|
||||||
)
|
|
||||||
if(ARCH STREQUAL "arm64")
|
|
||||||
set(OS_DIR "mac_arm")
|
|
||||||
else()
|
|
||||||
set(OS_DIR "mac_x86")
|
|
||||||
endif()
|
|
||||||
elseif(UNIX)
|
|
||||||
set(OS_DIR "linux")
|
|
||||||
else()
|
|
||||||
message(FATAL_ERROR "Unbekanntes Betriebssystem!")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
|
|
||||||
# === Executable erstellen ===
|
|
||||||
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
|
|
||||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
|
||||||
|
|
||||||
# === Bibliotheken verlinken ===
|
|
||||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
|
|
||||||
${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libraylib.a
|
|
||||||
)
|
|
||||||
|
|
||||||
# Windows: zusätzliche Systemlib
|
|
||||||
if(WIN32)
|
|
||||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE winmm)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# macOS: Frameworks
|
|
||||||
if(APPLE)
|
|
||||||
target_link_libraries(${EXECUTABLE_NAME}
|
|
||||||
"-framework IOKit"
|
|
||||||
"-framework Cocoa"
|
|
||||||
"-framework OpenGL"
|
|
||||||
)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
CMakeLists.txt not found in C:\Users\marce\Desktop\Prog Praktikum C++\Semester 3\Stone_Development Select CMakeLists.txt
|
||||||
-75
@@ -1,75 +0,0 @@
|
|||||||
========================================================
|
|
||||||
Projekt: gamematrix (C++ Library)
|
|
||||||
Rolle: Architekt
|
|
||||||
Datei: design.txt
|
|
||||||
Datum: 03.11
|
|
||||||
Team: Stone_Development
|
|
||||||
========================================================
|
|
||||||
|
|
||||||
# ----------------------------
|
|
||||||
# 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? x Ja
|
|
||||||
- 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 | |
|
|
||||||
| _____________ | __________________________________ | ____________________ | ______________________________ |
|
|
||||||
|
|
||||||
# ----------------------------
|
|
||||||
# 5. Designentscheidungen / Hinweise
|
|
||||||
# ----------------------------
|
|
||||||
- Rückgabe der Matrizen per Wert oder Referenz? Rückgabe
|
|
||||||
- Verwendung von std::array oder std::vector? std::array
|
|
||||||
- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja
|
|
||||||
- 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.
|
|
||||||
========================================================
|
|
||||||
|
|
||||||
test
|
|
||||||
@@ -1,71 +0,0 @@
|
|||||||
#include "gamecube.h"
|
|
||||||
|
|
||||||
gamecube::gamecube(const Vec3 &pos, Color col)
|
|
||||||
: position(pos), color(col) {}
|
|
||||||
|
|
||||||
|
|
||||||
// hallo hier ist robert
|
|
||||||
//hallo Robert hier ist Niklas
|
|
||||||
//test
|
|
||||||
// Ich bin ein Roberter
|
|
||||||
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 = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
|
|
||||||
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
|
|
||||||
|
|
||||||
// Matrizen multiplizieren (Translation * Rotation)
|
|
||||||
auto model = Matrix3D::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; }
|
|
||||||
-34
@@ -1,34 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "gamematrix.h"
|
|
||||||
#include "raylib.h"
|
|
||||||
#include <rlgl.h>
|
|
||||||
|
|
||||||
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;
|
|
||||||
};
|
|
||||||
@@ -1,87 +0,0 @@
|
|||||||
#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;
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -1,26 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include <vector>
|
|
||||||
#include <array>
|
|
||||||
#include <stdexcept>
|
|
||||||
#include <cmath>
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
// 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 {};
|
|
||||||
};
|
|
||||||
}
|
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,137 +0,0 @@
|
|||||||
#include "gamecube.h"
|
|
||||||
#include <algorithm>
|
|
||||||
#include <ctime>
|
|
||||||
|
|
||||||
// -----------------------------------------------------------
|
|
||||||
// 3D Memory Game – Hauptprogramm
|
|
||||||
// -----------------------------------------------------------
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
//CHRIS WAR HIER
|
|
||||||
//AXIOM WAR HIER
|
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
Hallo ehrwürdige Teamkameraden, wir werden das Projekt mit Bravur meistern! //lern deutsch //Wovon redest du hä? ist doch alles astrein... //du Schlingel
|
|
||||||
-1708
File diff suppressed because it is too large
Load Diff
-2941
File diff suppressed because it is too large
Load Diff
-5262
File diff suppressed because it is too large
Load Diff
@@ -1,64 +0,0 @@
|
|||||||
========================================================
|
|
||||||
Projekt: gamematrix (C++ Library)
|
|
||||||
Rolle: Projektleiter
|
|
||||||
Datei: requirements.txt
|
|
||||||
Datum: 03.11.2025
|
|
||||||
Team: Stone_Development
|
|
||||||
========================================================
|
|
||||||
|
|
||||||
# ----------------------------
|
|
||||||
# 1. Projektziel
|
|
||||||
# ----------------------------
|
|
||||||
Beschreiben Sie hier kurz das Ziel des Projekts:
|
|
||||||
|
|
||||||
Ziel: gamematrix.cpp erweitern, Matrizenoperationen für 3D-Transformationen bereitstellen,
|
|
||||||
Integration in das bestehende Spielprojekt, Vorgehensmodell: Wasserfall
|
|
||||||
|
|
||||||
# ----------------------------
|
|
||||||
# 2. Funktionale Anforderungen
|
|
||||||
# ----------------------------
|
|
||||||
Listen Sie alle Funktionen auf, die die Bibliothek bereitstellen soll.
|
|
||||||
Tragen Sie ein: Funktion, Eingabe, Ausgabe, kurze Beschreibung
|
|
||||||
|
|
||||||
| Funktion | Eingabe, Kurzbeschreibung | Ausgabe | |
|
|
||||||
|---------------|------------------------------------|-----------------------|----------------------------------------|
|
|
||||||
| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | _____________________________________ |
|
|
||||||
| translate | 3D Vektor | 4x4 Matrix | _____________________________________ |
|
|
||||||
| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix | _____________________________________ |
|
|
||||||
| _____________ | __________________________________ | ____________________ | ______________________________ |
|
|
||||||
| _____________ | __________________________________ | ____________________ | ______________________________ |
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# ----------------------------
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# 3. Nicht-funktionale Anforderungen
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||||||
# ----------------------------
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- Lesbarkeit
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||||||
- Performance
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- Wartbarkeit
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- Python-Kompatibilität via pybind11
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||||||
# ----------------------------
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||||||
# 4. Annahmen / Einschränkungen
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# ----------------------------
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||||||
(z. B. alle Matrizen sind 4x4, Winkel in Grad, nur double)
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||||||
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||||||
- Alle Matrizen sind 4x4
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||||||
- Winkel in Grad
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||||||
- nur double
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||||||
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|
||||||
# ----------------------------
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||||||
# 5. Abnahmekriterien
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|
||||||
# ----------------------------
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|
||||||
Wie soll geprüft werden, dass die Anforderungen erfüllt sind?
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|
||||||
(z. B. Unit-Tests, Beispielrotationen, Matrizenmultiplikation)
|
|
||||||
|
|
||||||
- Unit-Tests
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|
||||||
- Beispielrotationen
|
|
||||||
- Matrizenmultiplikation
|
|
||||||
|
|
||||||
========================================================
|
|
||||||
Hinweis:
|
|
||||||
- Diese Datei wird vom Projektleiter erstellt und gepflegt.
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|
||||||
- Jede Phase des Projekts soll hier dokumentiert werden.
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|
||||||
========================================================
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|
||||||
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Block a user