17 Commits
Author SHA1 Message Date
laemmerzahlkr91200 b4821e9f48 Runs now on Gamematrix
removed "libgamematrix.a"
2025-12-01 12:02:11 +01:00
linkse100241 974f753b21 gitignore added 2025-12-01 11:50:33 +01:00
laemmerzahlkr91200 c58afda0a7 Counter + Variable added
Zähler und unterschiedliche Würfelmenge hinzugefügt
2025-11-30 19:09:02 +01:00
laemmerzahlkr91200 5e750e1ce7 f 2025-11-29 16:56:04 +01:00
laemmerzahlkr91200 b5fe0d994f fix 2025-11-29 16:31:41 +01:00
laemmerzahlkr91200 1755db0b69 update from test 2025-11-29 15:43:46 +01:00
laemmerzahlkr91200 f829380338 ? 2025-11-17 11:55:13 +01:00
laemmerzahlkr91200 681ce6c838 fix (remove old) 2025-11-17 11:50:15 +01:00
laemmerzahlkr91200 6903115012 nerv nicht git 2025-11-17 11:40:09 +01:00
laemmerzahlkr91200 cb97261672 _Nachtrag
Bug fix
2025-11-09 17:29:05 +01:00
laemmerzahlkr91200 3d346a3789 Complete?
Sollte fertig sein
2025-11-09 17:18:17 +01:00
laemmerzahlkr91200 9d71e1cfea Create gamematrix.exe 2025-11-09 16:59:15 +01:00
laemmerzahlkr91200 a783e001b9 Matrix 2025-11-09 16:56:55 +01:00
laemmerzahlkr91200 adec566482 Create TestingGround_ChatGPT_Kris.cpp
Upload_TestingGround
2025-11-09 13:56:51 +01:00
laemmerzahlkr91200 42b97e0958 test_home 2025-11-09 13:11:54 +01:00
laemmerzahlkr91200 35311c2eca do it 2025-11-03 12:45:23 +01:00
laemmerzahlkr91200 3c5ed29c41 Create Test_Developer_This_is_my_Branch.txt 2025-11-03 12:19:10 +01:00
15 changed files with 864 additions and 155 deletions
+10
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@@ -0,0 +1,10 @@
# Ignore CMake build directories
cmake-build-debug/
cmake-build-release/
# General build artifacts
build/
out/
*.o
*.obj
*.log
+481 -97
View File
@@ -1,102 +1,486 @@
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</component>
</project>
-1
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@@ -1 +0,0 @@
hallo
+11 -5
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@@ -10,21 +10,29 @@ set(CMAKE_CXX_STANDARD 20)
set(SRC_FILES
src/main.cpp
src/gamecube.cpp
src/gamematrix.cpp
)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes
${CMAKE_CURRENT_LIST_DIR}/raylib
)
set(TEST_FILES
src/tests.cpp
src/gamematrix.cpp
)
add_executable(tests ${TEST_FILES})
target_include_directories(tests PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes
)
if(WIN32)
message(STATUS "Configuring for Windows")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
opengl32 gdi32 winmm
)
@@ -33,7 +41,6 @@ elseif(APPLE)
message(STATUS "Configuring for MacOS")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
"-framework IOKit"
"-framework Cocoa"
@@ -43,7 +50,6 @@ else()
# --- Linux ---
message(STATUS "Configuring for Linux")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
GL X11 m
)
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-24
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@@ -1,24 +0,0 @@
Download
git Clone (link)
Download-Ordner
cd (/Pfad)
pull = ziehen/ abgleichen
Upload
git Clone (link)
git pull
fix:
(cd prog3b_652
git Status
git pull)
git Status
git add
*= alles / Dateiname sonst
+77
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@@ -0,0 +1,77 @@
//Ablage für ChatGPT Sachen, nicht relavant für das Projekt (Nur ein "Cloud"-Zwischenspeicher)
#include <iostream>
#include <array>
#include <string>
#include <cmath>
// Typalias für 4x4-Matrix mit double
#include "gamematrix.h"
// Matrixmultiplikation
// 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);
//Matrixmultiplikation-Funktion
std::array<std::array<double,4>,4> gameMatrix::matmul(
const std::array<std::array<double,4>,4>& A,
const std::array<std::array<double,4>,4>& B)
{ //Matrix-Mathematik (Matrix C = A*B)
std::array<std::array<double,4>,4> C{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
for (int k = 0; k < 4; ++k)
C[i][j] += A[i][k] * B[k][j];
return C;
}
// -------------------- Translationsmatrix --------------------
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos) {
std::array<std::array<double,4>,4> T{};
for (int i = 0; i < 4; ++i)
T[i][i] = 1.0; // Identitätsmatrix
T[0][3] = pos[0]; // x-Verschiebung
T[1][3] = pos[1]; // y-Verschiebung
T[2][3] = pos[2]; // z-Verschiebung
return T;
}
int main()
{
// Beispiel: Translation testen
std::array<double,3> pos;
std::cout << "Gib die Translation (x y z) ein: ";
std::cin >> pos[0] >> pos[1] >> pos[2];
std::array<std::array<double,4>,4> T = gameMatrix::translate(pos);
std::cout << "\nTranslationsmatrix T:\n";
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
std::cout << T[i][j] << "\t";
std::cout << "\n";
}
}
+13 -5
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@@ -8,12 +8,20 @@ class gameMatrix
{
public:
// Matrix Multiplikation
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A,
const std::array<std::array<double,4>,4>& B);
static std::array<std::array<double,4>,4> matmul(
const std::array<std::array<double,4>,4>& A,
const std::array<std::array<double,4>,4>& B
);
// 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
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
// Translation
static std::array<std::array<double,4>,4> translate(
const std::array<double,3>& pos
);
};
+150
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@@ -0,0 +1,150 @@
//
// Created by kris- on 03.11.2025.
//
#include <iostream>
#include "../includes/gamematrix.h"
// Matrixmultiplikation
// 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);
//Matrixmultiplikation-Funktion
std::array<std::array<double,4>,4> gameMatrix::matmul(
const std::array<std::array<double,4>,4>& A,
const std::array<std::array<double,4>,4>& B)
{ //Matrix-Mathematik (Matrix C = A*B)
std::array<std::array<double,4>,4> C{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
for (int k = 0; k < 4; ++k)
C[i][j] += A[i][k] * B[k][j];
return C;
}
//Rotation 3D
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
double rad = angle_deg * M_PI / 180.0;
//Mathematik-Rotation
std::array<std::array<double,4>,4> R{};
for (int i = 0; i < 4; ++i)
R[i][i] = 1.0;
if (axis == 'x' || axis == 'X') {
R[1][1] = cos(rad);
R[1][2] = -sin(rad);
R[2][1] = sin(rad);
R[2][2] = cos(rad);
} else if (axis == 'y' || axis == 'Y') {
R[0][0] = cos(rad);
R[0][2] = sin(rad);
R[2][0] = -sin(rad);
R[2][2] = cos(rad);
} else if (axis == 'z' || axis == 'Z') {
R[0][0] = cos(rad);
R[0][1] = -sin(rad);
R[1][0] = sin(rad);
R[1][1] = cos(rad);
}
return R;
}
//Translation
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos) {
std::array<std::array<double,4>,4> T{};
for (int i = 0; i < 4; ++i)
T[i][i] = 1.0; // Identitätsmatrix
T[0][3] = pos[0]; // x-Verschiebung
T[1][3] = pos[1]; // y-Verschiebung
T[2][3] = pos[2]; // z-Verschiebung
return T;
}
/*int main()
{
// Part Matrix
std::array<std::array<double,4>,4> A{};
std::array<std::array<double,4>,4> B{};
std::cout << "Gib die Werte für Matrix A (4x4) ein:\n";
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) {
std::cout << "A[" << i << "][" << j << "] = ";
std::cin >> A[i][j];
}
std::cout << "\nGib die Werte für Matrix B (4x4) ein:\n";
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) {
std::cout << "B[" << i << "][" << j << "] = ";
std::cin >> B[i][j];
}
std::array<std::array<double,4>,4> C = gameMatrix::matmul(A, B);
std::cout << "\nErgebnis der Matrixmultiplikation (C = A * B):\n";
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
std::cout << C[i][j] << "\t";
std::cout << "\n";
}
//Ende Matrix
// Rotation
double angle;
char axis;
std::cout << "\nGib einen Rotationswinkel in Grad ein: ";
std::cin >> angle;
std::cout << "Gib die Rotationsachse (x/y/z) ein: ";
std::cin >> axis;
std::array<std::array<double,4>,4> R = gameMatrix::rot3D(angle, axis);
std::cout << "\nRotationsmatrix R:\n";
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
std::cout << R[i][j] << "\t";
std::cout << "\n";
}
// Translation
std::array<double,3> pos;
std::cout << "\nGib die Translation (x y z) ein: ";
std::cin >> pos[0] >> pos[1] >> pos[2];
std::array<std::array<double,4>,4> T = gameMatrix::translate(pos);
std::cout << "\nTranslationsmatrix T:\n";
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
std::cout << T[i][j] << "\t";
std::cout << "\n";
}
return 0;
}*/
+79 -20
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@@ -1,12 +1,76 @@
#include "gamecube.h"
#include <algorithm>
#include <ctime>
//Funktion innitGame
//Anzahl der Paare(pairCount*2)
void innitGame(int pairCount,
std::vector<gamecube> &cubes,
std::vector<Vec3> &positions )
{
cubes.clear();
positions.clear();
// Spielfeld grob quadratisch machen
int total = pairCount * 2;
int cols = ceil(sqrt(total));
int rows = (total + cols - 1) / cols;
float spacing = 2.2f;
// Dynamische Positionen erzeugen
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
if ((int)positions.size() < total)
{
positions.push_back({
(c - cols/2.0f) * spacing,
0,
(r - rows/2.0f) * spacing
});
}
}
}
// Colors erzeugen
std::vector<Color> colorPool;
colorPool.reserve(total);
for (int i = 0; i < pairCount; i++)
{
Color col = {
(unsigned char)(rand() % 256),
(unsigned char)(rand() % 256),
(unsigned char)(rand() % 256),
255
};
colorPool.push_back(col);
colorPool.push_back(col); // Paar
}
// Shuffle
for (int i = total - 1; i > 0; --i)
std::swap(colorPool[i], colorPool[rand() % (i + 1)]);
// Würfel erstellen
for (int i = 0; i < total; i++)
cubes.emplace_back(positions[i], colorPool[i]);
}
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
int main()
{
//NEU Counter
int counter = 0;
// Zufall initialisieren
srand(time(NULL));
@@ -21,31 +85,19 @@ int main()
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// -------------------------------------------------------
// Spielvariablen
// -------------------------------------------------------
// Nur 3 Farben für 3 Paare
Color colors[] = { RED, GREEN, BLUE };
int pairCount = 6; // <-- vorerst fixe Anzahl
std::vector<Vec3> positions;
std::vector<gamecube> cubes;
// 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}};
innitGame(pairCount, cubes, positions);
// 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;
@@ -60,6 +112,9 @@ int main()
// Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
//Neu Counter
counter++;
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
@@ -90,6 +145,8 @@ int main()
// Matching-Logik
if (first && second)
{
//counter hier macht umdrehungen
Color col1 = first->GetColor();
Color col2 = second->GetColor();
@@ -104,6 +161,7 @@ int main()
second->FlipBackward();
}
first = second = nullptr;
}
@@ -122,11 +180,12 @@ int main()
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();
}
+41
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@@ -0,0 +1,41 @@
#include <iostream>
#include <array>
#include <cassert>
#include <cmath>
#include "gamematrix.h"
// Matrix-Vektor Multiplikation (4x4 Matrix auf 4D Vektor anwenden)
std::array<double, 4> matVecMul(const std::array<std::array<double, 4>, 4>& mat, const std::array<double, 4>& vec) {
std::array<double, 4> result = {0, 0, 0, 0};
for (size_t i = 0; i < 4; ++i) {
for (size_t j = 0; j < 4; ++j) {
result[i] += mat[i][j] * vec[j];
}
}
return result;
}
void test_rotateZ() {
std::array<double, 4> v = {1, 0, 0, 1}; // Der Vektor (1, 0, 0) wird zu (1, 0, 0, 1)
// Rotationsmatrix um 90° um die Z-Achse
auto R = gameMatrix::rot3D(90, 'Z');
// Vektor mit der Matrix multiplizieren
std::array<double, 4> result = matVecMul(R, v);
// Erwartetes Ergebnis
std::array<double, 4> expected_result = {0, 1, 0, 1};
// Vergleich der Ergebnisse
for (size_t i = 0; i < 4; ++i) {
assert(std::abs(result[i] - expected_result[i]) < 1e-6);
}
std::cout << "Test erfolgreich! Rotation um Z-Achse funktioniert." << std::endl;
}
int main() {
test_rotateZ();
return 0;
}
-1
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@@ -1 +0,0 @@
git push pull test
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