gamestate update #11
@ -22,6 +22,7 @@ public:
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Vec3 GetPosition() const;
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float GetRotationY() const;
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Color GetColor() const { return color; }
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bool IsAnimating() const;
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//zustände klarer abbikden bzw weniger bools = klarare Logik
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private:
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Vec3 position;
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@ -63,4 +63,8 @@ void gamecube::Draw() const
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}
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Vec3 gamecube::GetPosition() const { return position; }
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float gamecube::GetRotationY() const { return rotation; }
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float gamecube::GetRotationY() const { return rotation; }
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bool gamecube::IsAnimating() const
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{
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return flippingForward || flippingBackward;
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}
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100
src/main.cpp
100
src/main.cpp
@ -54,81 +54,125 @@ int main()
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float flipSpeed = 5.0f; // Drehgeschwindigkeit
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bool gameWon = false;
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enum GameState { MENU, GAME };
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GameState state = MENU;
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int pairCount = 3;
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enum class GameState
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{
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Menu,
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Idle, // kein Würfel offen, Eingabe erlaubt
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OneFlipped, // ein Würfel offen
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LockInput, // Würfel drehen gerade – Eingabe kurz blockiert
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CheckingMatch // zwei Würfel vollständig aufgeklappt, Vergleich läuft
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};
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GameState state = GameState::Menu;
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while (!WindowShouldClose()) {
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if (state == MENU) {
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if (state == GameState::Menu)
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{
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MenuResult res = DrawMenu();
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switch (res) {
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case MENU_SELECT_3: pairCount = 3; state = GAME; break;
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case MENU_SELECT_6: pairCount = 6; state = GAME; break;
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case MENU_SELECT_9: pairCount = 9; state = GAME; break;
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default: break;
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switch (res)
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{
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case MENU_SELECT_3:
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case MENU_SELECT_6:
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case MENU_SELECT_9:
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state = GameState::Idle;
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break;
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default:
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break;
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}
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continue;
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if (state == GameState::Menu)
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continue;
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}
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// === GAME ===
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// Klick-Erkennung
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if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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if (!gameWon
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&& state != GameState::LockInput
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&& state != GameState::CheckingMatch
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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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if (!c.IsAnimating() && !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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{
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c.FlipForward();
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if (!first)
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{
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first = &c;
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state = GameState::OneFlipped;
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}
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else if (!second)
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{
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second = &c;
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state = GameState::LockInput;
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}
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break;
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}
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}
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}
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}
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// Animation aller Würfel
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bool anyAnimating = false;
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for (auto &c : cubes)
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{
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c.Update(flipSpeed);
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if (c.IsAnimating()) anyAnimating = true;
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}
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// Sobald ein Würfel vollständig umgedreht ist → merken
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if (c.IsFlipped() && !c.IsMatched())
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if (state == GameState::LockInput && !anyAnimating)
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{
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// If both pointers are null → this was a failed attempt finishing its backflip
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if (!first && !second)
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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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state = GameState::Idle;
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}
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else
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{
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// Two cubes fully opened → proceed to matching
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state = GameState::CheckingMatch;
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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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if (state == GameState::CheckingMatch && first && second)
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{
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Color col1 = first->GetColor();
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Color col2 = second->GetColor();
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bool match =
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first->GetColor().r == second->GetColor().r &&
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first->GetColor().g == second->GetColor().g &&
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first->GetColor().b == second->GetColor().b;
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if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
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if (match)
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{
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first->SetMatched(true);
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second->SetMatched(true);
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first = nullptr;
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second = nullptr;
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state = GameState::Idle;
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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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first = nullptr;
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second = nullptr;
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// WAIT FOR BACKFLIP ANIMATION
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state = GameState::LockInput;
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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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