prog3b_652/src/test.cpp
2025-12-15 11:39:51 +01:00

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//
// Created by gamer on 14.12.2025.
//
#include "gamecube.h"
#include <algorithm>
#include <ctime>
#include <iostream>
// -----------------------------------------------------------
// GameState Zustandsmaschine
// -----------------------------------------------------------
enum class GameState
{
Idle, // kein Würfel offen
OneFlipped, // ein Würfel offen
LockInput, // Animation läuft
CheckingMatch // Vergleich
};
// -----------------------------------------------------------
// Initialisierung
// -----------------------------------------------------------
void innitGame(int pairCount,
std::vector<gamecube> &cubes,
std::vector<Vec3> &positions)
{
cubes.clear();
positions.clear();
int total = pairCount * 2;
int cols = ceil(sqrt(total));
int rows = (total + cols - 1) / cols;
float spacing = 2.2f;
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
});
std::vector<Color> colorPool;
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);
}
for (int i = total - 1; i > 0; --i)
std::swap(colorPool[i], colorPool[rand() % (i + 1)]);
for (int i = 0; i < total; i++)
cubes.emplace_back(positions[i], colorPool[i]);
}
// -----------------------------------------------------------
// MAIN
// -----------------------------------------------------------
int main()
{
srand(time(NULL));
InitWindow(800, 600, "3D Memory Game Stable Version");
SetTargetFPS(60);
Camera3D camera{};
camera.position = {6, 6, 6};
camera.target = {0, 0, 0};
camera.up = {0, 1, 0};
camera.fovy = 45;
camera.projection = CAMERA_PERSPECTIVE;
int pairCount = 2;
std::vector<Vec3> positions;
std::vector<gamecube> cubes;
innitGame(pairCount, cubes, positions);
gamecube *first = nullptr;
gamecube *second = nullptr;
float flipSpeed = 5.0f;
bool gameWon = false;
int counter = 0;
GameState state = GameState::Idle;
// -----------------------------------------------------------
// GAME LOOP
// -----------------------------------------------------------
while (!WindowShouldClose())
{
// -----------------------------
// INPUT (nur wenn erlaubt)
// -----------------------------
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(
{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();
counter++;
if (state == GameState::Idle)
state = GameState::OneFlipped;
else
state = GameState::LockInput;
break; // 🔒 nur EIN Würfel pro Klick
}
}
}
}
// -----------------------------
// UPDATE Animation
// -----------------------------
for (auto &c : cubes)
{
c.Update(flipSpeed);
if (c.IsFlipped() && !c.IsMatched())
{
if (!first)
first = &c;
else if (!second && &c != first)
second = &c;
}
}
// -----------------------------
// Animation beendet → Vergleich
// -----------------------------
if (state == GameState::LockInput && first && second)
state = GameState::CheckingMatch;
// -----------------------------
// MATCHING
// -----------------------------
if (state == GameState::CheckingMatch)
{
Color a = first->GetColor();
Color b = second->GetColor();
if (a.r == b.r && a.g == b.g && a.b == b.b)
{
first->SetMatched(true);
second->SetMatched(true);
}
else
{
first->FlipBackward();
second->FlipBackward();
}
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;
}