#include "gamecube.h" #include #include //Funktion innitGame //Anzahl der Paare(pairCount*2) void innitGame(int pairCount, std::vector &cubes, std::vector &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 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)); // 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; // ------------------------------------------------------- // Spielvariablen // ------------------------------------------------------- // Nur 3 Farben für 3 Paare int pairCount = 6; // <-- vorerst fixe Anzahl std::vector positions; std::vector cubes; innitGame(pairCount, cubes, positions); // Karten/Würfel erstellen 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; }