[ADD] basic point system based on amount of entities in chunk (house entitie excluded)
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@@ -33,7 +33,9 @@ namespace scene
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shaders::GuiShader* gui_shader;
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shaders::GuiShader* gui_shader;
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entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
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entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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std::vector<gui::GuiTexture*> guis;
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int furniture_count_old;
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int score;
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In_Game_Scene::In_Game_Scene()
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In_Game_Scene::In_Game_Scene()
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{
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{
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@@ -43,6 +45,7 @@ namespace scene
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gui_shader = new shaders::GuiShader();
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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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gui_shader->Init();
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score = 0;
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}
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}
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In_Game_Scene::~In_Game_Scene()
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In_Game_Scene::~In_Game_Scene()
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@@ -59,7 +62,7 @@ namespace scene
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void load_chunk(int model_pos)
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void load_chunk(int model_pos)
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{
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{
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static unsigned int furniture_count = 0;
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static unsigned int furniture_count = 0;
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std::cout << "loading model chunk" << std::endl;
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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
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{
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{
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@@ -74,6 +77,8 @@ namespace scene
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furniture_count = furniture.size();
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furniture_count = furniture.size();
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house_models.insert(house_models.end(), furniture.begin(), furniture.end());
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house_models.insert(house_models.end(), furniture.begin(), furniture.end());
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std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
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furniture_count_old = furniture_count -1;
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}
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}
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@@ -155,9 +160,14 @@ namespace scene
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if (last_model_pos != model_pos)
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if (last_model_pos != model_pos)
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{
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{
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load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
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load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
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score += furniture_count_old;
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std::cout << "Score: " << score << std::endl;
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std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
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}
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}
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// remember the position at which the new model was added
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// remember the position at which the new model was added
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last_model_pos = model_pos;
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last_model_pos = model_pos;
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}
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}
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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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