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b6d09f0e59
...
07641a451b
@ -1,84 +1,56 @@
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cmake_minimum_required(VERSION 3.28)
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project(Prog3B)
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set(EXECUTABLE_NAME Prog3B)
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# -------------------------------------------------
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# Global settings
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# -------------------------------------------------
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# Generate compile_commands.json
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# -------------------------------------------------
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# Main executable
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# -------------------------------------------------
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set(SRC_FILES
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src/main.cpp
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src/gamecube.cpp
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src/gamematrix.cpp
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)
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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target_include_directories(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/raylib
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)
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# -------------------------------------------------
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# Tests executable
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# -------------------------------------------------
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set(TEST_FILES
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src/tests.cpp
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src/gamematrix.cpp
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)
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add_executable(tests ${TEST_FILES})
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target_include_directories(tests PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/includes
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)
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# -------------------------------------------------
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# Platform specific linking
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# -------------------------------------------------
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if(WIN32)
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message(STATUS "Configuring for Windows")
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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opengl32
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gdi32
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winmm
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opengl32 gdi32 winmm
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)
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elseif(APPLE)
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message(STATUS "Configuring for macOS")
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message(STATUS "Configuring for MacOS")
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
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"-framework IOKit"
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"-framework Cocoa"
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"-framework OpenGL"
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"-framework IOKit"
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)
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else()
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# --- Linux ---
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message(STATUS "Configuring for Linux")
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
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GL
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X11
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m
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pthread
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dl
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GL X11 m
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)
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target_link_libraries(tests PRIVATE
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m
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)
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endif()
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@ -32,4 +32,3 @@ private:
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bool flippingBackward = false;
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float rotation = 0.0f;
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};
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@ -25,11 +25,3 @@ public:
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);
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};
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enum class GameState
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{
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Idle, // kein Würfel offen, Eingabe erlaubt
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OneFlipped, // ein Würfel offen
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CheckingMatch, // zwei Würfel vollständig aufgeklappt, Vergleich läuft
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LockInput // Würfel drehen gerade – Eingabe kurz blockiert
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};
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@ -5,10 +5,13 @@
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#include "../includes/gamematrix.h"
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// Matrixmultiplikation
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// Rotationsmatrix um Achse x/y/z
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//static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
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static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
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// Verschiebung
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//static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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72
src/main.cpp
72
src/main.cpp
@ -1,16 +1,8 @@
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#include "gamecube.h"
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#include <algorithm>
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#include <ctime>
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#include <iostream>
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//enum game
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//Ab Zeile 114 if game won
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//Ab Zeile 148 checking match?
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// -----------------------------------------------------------
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// Initialisierung
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// -----------------------------------------------------------
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//Funktion innitGame
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//Anzahl der Paare(pairCount*2)
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void innitGame(int pairCount,
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std::vector<gamecube> &cubes,
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std::vector<Vec3> &positions )
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@ -73,6 +65,8 @@ void innitGame(int pairCount,
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// -----------------------------------------------------------
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int main()
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{
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//NEU Counter
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int counter = 0;
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@ -95,7 +89,7 @@ int main()
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// Spielvariablen
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// -------------------------------------------------------
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// Nur 3 Farben für 3 Paare
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int pairCount = 2; // <-- vorerst fixe Anzahl
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int pairCount = 6; // <-- vorerst fixe Anzahl
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std::vector<Vec3> positions;
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std::vector<gamecube> cubes;
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@ -110,48 +104,27 @@ int main()
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float flipSpeed = 5.0f; // Drehgeschwindigkeit
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bool gameWon = false;
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GameState state = GameState::Idle; //legen wir fest, in welchem Zustand das Spiel startet
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// -----------------------------------------------------------
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// Hauptspielschleife
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// -----------------------------------------------------------
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while (!WindowShouldClose())
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{
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// Klick-Erkennung
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if (!gameWon
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&& (state == GameState::Idle || state == GameState::OneFlipped)
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&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
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// nur im Idle- oder OneFlipped-Zustand wird reagiert<-------------------------------------------------
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//Wenn einer Dreht, clicken blockieren
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// ...
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Vector2 mouse = GetMousePosition();
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for (auto &c : cubes) //Hier die State Logik
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if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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std::cout<<("State missing");
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if (!c.IsFlipped() && !c.IsMatched()) //<--------------- Zustandwechsel anpassen
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{
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Vector2 screenPos = GetWorldToScreen(
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{c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
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if (fabs(mouse.x - screenPos.x) < 40 &&
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fabs(mouse.y - screenPos.y) < 40)
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{
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c.FlipForward(); //<-----Animation Start
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//Neu Counter
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counter++;
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if (state == GameState::Idle) //Neu (Ü4)
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state = GameState::OneFlipped;
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else
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state = GameState::LockInput;
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Vector2 mouse = GetMousePosition();
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break; // 🔒 nur EIN Würfel pro Klick
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}
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for (auto &c : cubes)
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{
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if (!c.IsFlipped() && !c.IsMatched())
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{
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Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
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if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
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c.FlipForward();
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}
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}
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}
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@ -164,10 +137,8 @@ int main()
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// Sobald ein Würfel vollständig umgedreht ist → merken
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if (c.IsFlipped() && !c.IsMatched())
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{
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if (!first)
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first = &c;
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else if (!second && &c != first)
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second = &c;
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if (!first) first = &c;
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else if (!second && &c != first) second = &c;
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}
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}
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@ -179,9 +150,7 @@ int main()
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Color col1 = first->GetColor();
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Color col2 = second->GetColor();
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if (col1.r == col2.r &&
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col1.g == col2.g &&
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col1.b == col2.b)
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if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
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{
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first->SetMatched(true);
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second->SetMatched(true);
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@ -194,12 +163,9 @@ int main()
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first = second = nullptr;
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state = GameState::Idle; //neu
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}
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// -----------------------------
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// WIN CHECK
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// -----------------------------
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// Gewinnprüfung
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if (!gameWon)
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gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
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211
src/test.cpp
211
src/test.cpp
@ -1,211 +0,0 @@
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//
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// Created by gamer on 14.12.2025.
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//
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#include "gamecube.h"
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#include <algorithm>
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#include <ctime>
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#include <iostream>
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// -----------------------------------------------------------
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// GameState – Zustandsmaschine
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// -----------------------------------------------------------
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enum class GameState
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{
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Idle, // kein Würfel offen
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OneFlipped, // ein Würfel offen
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LockInput, // Animation läuft
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CheckingMatch // Vergleich
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};
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// -----------------------------------------------------------
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// Initialisierung
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// -----------------------------------------------------------
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void innitGame(int pairCount,
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std::vector<gamecube> &cubes,
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std::vector<Vec3> &positions)
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{
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cubes.clear();
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positions.clear();
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int total = pairCount * 2;
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int cols = ceil(sqrt(total));
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int rows = (total + cols - 1) / cols;
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float spacing = 2.2f;
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for (int r = 0; r < rows; r++)
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for (int c = 0; c < cols; c++)
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if ((int)positions.size() < total)
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positions.push_back({
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(c - cols / 2.0f) * spacing,
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0,
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(r - rows / 2.0f) * spacing
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});
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std::vector<Color> colorPool;
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for (int i = 0; i < pairCount; i++)
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{
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Color col = {
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(unsigned char)(rand() % 256),
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(unsigned char)(rand() % 256),
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(unsigned char)(rand() % 256),
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255
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};
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colorPool.push_back(col);
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colorPool.push_back(col);
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}
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for (int i = total - 1; i > 0; --i)
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std::swap(colorPool[i], colorPool[rand() % (i + 1)]);
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for (int i = 0; i < total; i++)
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cubes.emplace_back(positions[i], colorPool[i]);
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}
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// -----------------------------------------------------------
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// MAIN
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// -----------------------------------------------------------
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int main()
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{
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srand(time(NULL));
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InitWindow(800, 600, "3D Memory Game – Stable Version");
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SetTargetFPS(60);
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Camera3D camera{};
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camera.position = {6, 6, 6};
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camera.target = {0, 0, 0};
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camera.up = {0, 1, 0};
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camera.fovy = 45;
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camera.projection = CAMERA_PERSPECTIVE;
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int pairCount = 2;
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std::vector<Vec3> positions;
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std::vector<gamecube> cubes;
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innitGame(pairCount, cubes, positions);
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gamecube *first = nullptr;
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gamecube *second = nullptr;
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float flipSpeed = 5.0f;
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bool gameWon = false;
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int counter = 0;
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GameState state = GameState::Idle;
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// -----------------------------------------------------------
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// GAME LOOP
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// -----------------------------------------------------------
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while (!WindowShouldClose())
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{
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// -----------------------------
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// INPUT (nur wenn erlaubt)
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// -----------------------------
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if (!gameWon &&
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(state == GameState::Idle || state == GameState::OneFlipped) &&
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IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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Vector2 mouse = GetMousePosition();
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for (auto &c : cubes)
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{
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if (!c.IsFlipped() && !c.IsMatched())
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{
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Vector2 screenPos = GetWorldToScreen(
|
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{c.GetPosition().x, c.GetPosition().y, c.GetPosition().z},
|
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camera);
|
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if (fabs(mouse.x - screenPos.x) < 40 &&
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fabs(mouse.y - screenPos.y) < 40)
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{
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c.FlipForward();
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counter++;
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if (state == GameState::Idle)
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state = GameState::OneFlipped;
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else
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state = GameState::LockInput;
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break; // 🔒 nur EIN Würfel pro Klick
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||||
}
|
||||
}
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||||
}
|
||||
}
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|
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// -----------------------------
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// UPDATE – Animation
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||||
// -----------------------------
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for (auto &c : cubes)
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{
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c.Update(flipSpeed);
|
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|
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if (c.IsFlipped() && !c.IsMatched())
|
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{
|
||||
if (!first)
|
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first = &c;
|
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else if (!second && &c != first)
|
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second = &c;
|
||||
}
|
||||
}
|
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|
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// -----------------------------
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||||
// Animation beendet → Vergleich
|
||||
// -----------------------------
|
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if (state == GameState::LockInput && first && second)
|
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state = GameState::CheckingMatch;
|
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|
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// -----------------------------
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||||
// MATCHING
|
||||
// -----------------------------
|
||||
if (state == GameState::CheckingMatch)
|
||||
{
|
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Color a = first->GetColor();
|
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Color b = second->GetColor();
|
||||
|
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if (a.r == b.r && a.g == b.g && a.b == b.b)
|
||||
{
|
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first->SetMatched(true);
|
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second->SetMatched(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
first->FlipBackward();
|
||||
second->FlipBackward();
|
||||
}
|
||||
|
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first = second = nullptr;
|
||||
state = GameState::Idle;
|
||||
}
|
||||
|
||||
// -----------------------------
|
||||
// WIN CHECK
|
||||
// -----------------------------
|
||||
if (!gameWon)
|
||||
gameWon = std::all_of(
|
||||
cubes.begin(),
|
||||
cubes.end(),
|
||||
[](const gamecube &c)
|
||||
{ return c.IsMatched(); });
|
||||
|
||||
// -----------------------------
|
||||
// DRAW
|
||||
// -----------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginMode3D(camera);
|
||||
|
||||
for (auto &c : cubes)
|
||||
c.Draw();
|
||||
|
||||
EndMode3D();
|
||||
|
||||
if (gameWon)
|
||||
DrawText("Congrats! You found all pairs!", 140, 260, 30, DARKBLUE);
|
||||
else
|
||||
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
||||
|
||||
DrawText(TextFormat("Moves: %i", counter / 2), 10, 40, 20, DARKGRAY);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
163
src/testmain.cpp
163
src/testmain.cpp
@ -1,163 +0,0 @@
|
||||
#include "gamecube.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
//Funktion innitGame
|
||||
//Anzahl der Paare(pairCount*2)
|
||||
void innitGame()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
// -----------------------------------------------------------
|
||||
// 3D Memory Game – Hauptprogramm
|
||||
// -----------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
|
||||
|
||||
//NEU Counter
|
||||
int counter = 0;
|
||||
|
||||
|
||||
// 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))
|
||||
{
|
||||
//Neu Counter
|
||||
counter++;
|
||||
|
||||
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)
|
||||
{
|
||||
//counter hier macht umdrehungen
|
||||
|
||||
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);
|
||||
//Neu Counter
|
||||
DrawText(TextFormat("Counter: %i",counter/2),10,40,20,DARKGRAY); //counter//2 da sonst doppelt
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user