Fix Memory Game Race Conditions with GameState + add threading for measurements

This commit is contained in:
Elise Angela Bwemba 2025-12-01 15:24:18 +01:00
parent dc5b669fee
commit 34fe75c0a8
5 changed files with 195 additions and 48 deletions

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@ -1,23 +1,60 @@
cmake_minimum_required(VERSION 3.15)
project(Programmieren_3b)
project(Programmieren_3b LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(FetchContent)
# -----------------------------
# Raylib
# -----------------------------
FetchContent_Declare(
raylib
GIT_REPOSITORY https://github.com/raysan5/raylib.git
GIT_TAG 5.0
)
FetchContent_MakeAvailable(raylib)
add_executable(Prog3B
# -----------------------------
# pybind11
# -----------------------------
FetchContent_Declare(
pybind11
GIT_REPOSITORY https://github.com/pybind/pybind11.git
GIT_TAG v2.11.1
)
FetchContent_MakeAvailable(pybind11)
# -----------------------------
# Executable für das Spiel
# -----------------------------
add_executable(Programmieren_3b
main.cpp
gamecube.cpp
gamematrix.cpp
)
target_include_directories(Prog3B PRIVATE .)
target_link_libraries(Prog3B raylib)
target_link_libraries(Programmieren_3b PRIVATE raylib)
# Windows-spezifische Abhängigkeiten für raylib
if(WIN32)
target_link_libraries(Programmieren_3b PRIVATE opengl32 gdi32 winmm kernel32)
endif()
target_include_directories(Programmieren_3b PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
# -----------------------------
# Python-Modul
# -----------------------------
pybind11_add_module(gamematrix_python
bindings.cpp
gamematrix.cpp
)
# Python-Modul braucht die Header
target_include_directories(gamematrix_python PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
# Raylib ist für das Python-Modul nicht nötig, nur für C++ Executable
# Optional: Falls du Gamematrix aus Python auch mit Raylib testen willst, kann man linken
# target_link_libraries(gamematrix_python PRIVATE raylib)

19
bindings.cpp Normal file
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@ -0,0 +1,19 @@
#include <pybind11/pybind11.h>
#include <pybind11/stl.h>
#include "gamematrix.h"
#include "raylib.h"
#include "rlgl.h"
namespace py = pybind11;
PYBIND11_MODULE(gamematrix, m) {
m.doc() = "gamematrix library exposed to Python";
m.def("matmul", &gameMatrix::matmul);
m.def("translate", [](double x, double y, double z) {
return gameMatrix::translate({x, y, z});
});
m.def("rot3D", &gameMatrix::rot3D);
}

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@ -60,3 +60,8 @@ void gamecube::Draw() const
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
bool gamecube::IsFullyFlipped() const
{
return rotation == 180.0f;
}

172
main.cpp
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@ -1,18 +1,30 @@
#include "gamecube.h"
#include <algorithm>
#include <iostream>
#include <fstream>
#include <ctime>
#include <vector>
#include <thread>
#include <chrono>
// -----------------------------------------------------------
// 3D Memory Game Hauptprogramm
// 3D Memory Game Hauptprogramm mit GameState
// -----------------------------------------------------------
// Zustände laut Aufgabenblatt
enum class GameState
{
Idle, // kein Würfel offen
OneFlipped, // ein Würfel offen
LockInput, // Würfel drehen -> Eingabe blockiert
CheckingMatch // beide offen, Vergleich läuft
};
int main()
{
// Zufall initialisieren
srand(time(NULL));
// Fenster und Kamera
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
InitWindow(800, 600, "3D Memory Game with GameState");
SetTargetFPS(60);
Camera3D camera{};
@ -22,86 +34,104 @@ int main()
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// 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}
};
// Doppelte Farben in einen Pool und mischen
std::vector<Color> colorPool;
for (int i = 0; i < 3; i++)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
// Farben doppelt
std::vector<Color> pool;
for (int i = 0; i < 3; i++) {
pool.push_back(colors[i]);
pool.push_back(colors[i]);
}
for (int i = colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1);
std::swap(colorPool[i], colorPool[j]);
}
// mischen
for (int i = pool.size() - 1; i > 0; --i)
std::swap(pool[i], pool[rand() % (i + 1)]);
// Karten/Würfel erstellen
// Würfel erzeugen
std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
cubes.emplace_back(positions[i], colorPool[i]);
cubes.emplace_back(positions[i], pool[i]);
// GameState Variablen
GameState state = GameState::Idle;
gamecube* first = nullptr;
gamecube* second = nullptr;
float flipSpeed = 5.0f;
bool gameWon = false;
float flipSpeed = 5.0f;
// -----------------------------------------------------------
// Hauptspielschleife
// Game Loop
// -----------------------------------------------------------
while (!WindowShouldClose())
{
// Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Vector2 mouse = GetMousePosition();
Vector2 mouse = GetMousePosition();
// -------------------------------------------------------
// Eingabe NUR erlauben, wenn Idle oder OneFlipped
// -------------------------------------------------------
if (!gameWon &&
(state == GameState::Idle || state == GameState::OneFlipped) &&
IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
for (auto &c : cubes)
{
if (!c.IsFlipped() && !c.IsMatched())
{
Vector2 screenPos = GetWorldToScreen(
Vector2 screen = 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 - screen.x) < 40 &&
fabs(mouse.y - screen.y) < 40)
{
c.FlipForward();
c.FlipForward(); // Animation starten
if (state == GameState::Idle)
{
first = &c;
state = GameState::OneFlipped;
}
else if (state == GameState::OneFlipped)
{
second = &c;
state = GameState::LockInput; // Animation läuft
}
break;
}
}
}
}
// Animation
// -------------------------------------------------------
// Animation durchführen
// -------------------------------------------------------
for (auto &c : cubes)
{
c.Update(flipSpeed);
if (c.IsFlipped() && !c.IsMatched())
{
if (!first) first = &c;
else if (!second && &c != first) second = &c;
}
// Wenn beide cubes fertig gedreht → Vergleich starten
if (state == GameState::LockInput &&
first && second &&
first->IsFullyFlipped() &&
second->IsFullyFlipped())
{
state = GameState::CheckingMatch;
}
// Matching
if (first && second)
// -------------------------------------------------------
// Vergleich
// -------------------------------------------------------
if (state == GameState::CheckingMatch)
{
Color col1 = first->GetColor();
Color col2 = second->GetColor();
Color a = first->GetColor();
Color b = second->GetColor();
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
if (a.r == b.r && a.g == b.g && a.b == b.b)
{
first->SetMatched(true);
second->SetMatched(true);
@ -113,16 +143,21 @@ int main()
}
first = second = nullptr;
state = GameState::Idle;
}
// -------------------------------------------------------
// Gewinnprüfung
// -------------------------------------------------------
if (!gameWon)
gameWon = std::all_of(
cubes.begin(), cubes.end(),
[](const gamecube &c){ return c.IsMatched(); }
);
// Zeichnen
// -------------------------------------------------------
// Rendering
// -------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
@ -133,12 +168,63 @@ int main()
EndMode3D();
if (gameWon)
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
DrawText("Congrats! You found all pairs!", 140, 260, 30, DARKBLUE);
else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
EndDrawing();
}
std::vector<int> messungen;
std::ifstream file("measurements.txt");
int value;
while (file >> value) messungen.push_back(value);
// -------------------------
// Serielle Zählung
// -------------------------
auto start = std::chrono::steady_clock::now();
int increases = 0;
for (size_t i = 1; i < messungen.size(); ++i)
if (messungen[i] > messungen[i-1]) ++increases;
auto end = std::chrono::steady_clock::now();
std::cout << "Serial: " << increases
<< " Took: "
<< std::chrono::duration<double>(end - start).count()
<< " s\n";
// -------------------------
// Parallele Zählung
// -------------------------
int numThreads = 4;
std::vector<int> results(numThreads, 0);
std::vector<std::thread> threads;
int totalComparisons = messungen.size() - 1;
int base = totalComparisons / numThreads;
int remainder = totalComparisons % numThreads;
int idx = 1;
for (int t = 0; t < numThreads; t++)
{
int startIdx = idx;
int count = base + (t < remainder ? 1 : 0);
int endIdx = idx + count - 1;
idx = endIdx + 1;
threads.emplace_back([&, t, startIdx, endIdx](){
int local = 0;
for (int i = startIdx; i <= endIdx; ++i)
if (messungen[i] > messungen[i-1]) ++local;
results[t] = local;
});
}
for (auto &th : threads) th.join();
int total = 0;
for (auto r : results) total += r;
std::cout << "Parallel: " << total << "\n";
CloseWindow();
return 0;

0
measurements.txt Normal file
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