From 34fe75c0a83ac9cc674f61de8a96db7bf6133b32 Mon Sep 17 00:00:00 2001 From: Angela Date: Mon, 1 Dec 2025 15:24:18 +0100 Subject: [PATCH 6/6] Fix Memory Game Race Conditions with GameState + add threading for measurements --- CMakeLists.txt | 47 +++++++++++-- bindings.cpp | 19 ++++++ gamecube.cpp | 5 ++ main.cpp | 172 +++++++++++++++++++++++++++++++++++------------ measurements.txt | 0 5 files changed, 195 insertions(+), 48 deletions(-) create mode 100644 bindings.cpp create mode 100644 measurements.txt diff --git a/CMakeLists.txt b/CMakeLists.txt index ef310f2..126e7e8 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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) diff --git a/bindings.cpp b/bindings.cpp new file mode 100644 index 0000000..32e029d --- /dev/null +++ b/bindings.cpp @@ -0,0 +1,19 @@ +#include +#include +#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); +} diff --git a/gamecube.cpp b/gamecube.cpp index 390dbf7..692691d 100644 --- a/gamecube.cpp +++ b/gamecube.cpp @@ -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; +} + diff --git a/main.cpp b/main.cpp index 035accf..e82e793 100644 --- a/main.cpp +++ b/main.cpp @@ -1,18 +1,30 @@ #include "gamecube.h" #include +#include +#include #include #include +#include +#include // ----------------------------------------------------------- -// 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 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 colorPool; - for (int i = 0; i < 3; i++) - { - colorPool.push_back(colors[i]); - colorPool.push_back(colors[i]); + // Farben doppelt + std::vector 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 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(); + + // ------------------------------------------------------- + // Eingabe NUR erlauben, wenn Idle oder OneFlipped + // ------------------------------------------------------- + if (!gameWon && + (state == GameState::Idle || state == GameState::OneFlipped) && + IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { - Vector2 mouse = GetMousePosition(); - 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 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(end - start).count() + << " s\n"; + + // ------------------------- + // Parallele Zählung + // ------------------------- + int numThreads = 4; + std::vector results(numThreads, 0); + std::vector 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; diff --git a/measurements.txt b/measurements.txt new file mode 100644 index 0000000..e69de29 -- 2.51.2.windows.1