196 lines
5.1 KiB
C++
196 lines
5.1 KiB
C++
#include "gamecube.h"
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#include <algorithm>
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#include <ctime>
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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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{
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cubes.clear();
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positions.clear();
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// Spielfeld grob quadratisch machen
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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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// Dynamische Positionen erzeugen
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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if ((int)positions.size() < total)
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{
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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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}
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}
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}
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// Colors erzeugen
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std::vector<Color> colorPool;
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colorPool.reserve(total);
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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); // Paar
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}
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// Shuffle
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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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// Würfel erstellen
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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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// 3D Memory Game – Hauptprogramm
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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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// Zufall initialisieren
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srand(time(NULL));
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// Fenster und Kamera
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InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
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SetTargetFPS(60);
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Camera3D camera{};
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camera.position = {6.0f, 6.0f, 6.0f};
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camera.target = {0.0f, 0.0f, 0.0f};
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camera.up = {0.0f, 1.0f, 0.0f};
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// -------------------------------------------------------
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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 = 6; // <-- vorerst fixe Anzahl
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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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// Karten/Würfel erstellen
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gamecube* first = nullptr;
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gamecube* second = nullptr;
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float flipSpeed = 5.0f; // Drehgeschwindigkeit
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bool gameWon = false;
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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 && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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//Neu Counter
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counter++;
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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({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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// Animation aller Würfel
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for (auto &c : cubes)
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{
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c.Update(flipSpeed);
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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) 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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// Matching-Logik
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if (first && second)
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{
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//counter hier macht umdrehungen
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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 && 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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}
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else
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{
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first->FlipBackward();
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second->FlipBackward();
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}
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first = second = nullptr;
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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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// -----------------------------------------------------------
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// Zeichnen
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// -----------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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for (auto &c : cubes)
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c.Draw();
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EndMode3D();
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if (gameWon)
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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else
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DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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//Neu Counter
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DrawText(TextFormat("Counter: %i",counter/2),10,40,20,DARKGRAY); //counter//2 da sonst doppelt
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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