Merge branch 'develop' into feature/handControl
This commit is contained in:
217
src/scenes/game_Over_Scene.cpp
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217
src/scenes/game_Over_Scene.cpp
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@@ -0,0 +1,217 @@
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#include <iostream>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <map>
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#include "game_Over_Scene.h"
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#include <iostream>
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#include <opencv2/core/mat.hpp>
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#include "../models/model.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../gui/gui_interactable.h"
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#include "../toolbox/toolbox.h"
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#include "../computervision/MenuTest.h"
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#include "../computervision/ObjectDetection.h"
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#include "../computervision/HandDetectRegion.h"
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namespace scene
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{
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shaders::GuiShader* gui_shader_gameOver;
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std::vector<gui::GuiTexture*> guis_gameOver;
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computervision::ObjectDetection objDetect_gameOver;
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std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
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float item_number_gameOver = 0;
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bool hand_mode_gameOver = false;
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Game_Over_Scene::Game_Over_Scene(int score)
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{
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shaders::EntityShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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shader.CleanUp();
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gui_shader_gameOver = new shaders::GuiShader();
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gui_shader_gameOver->Init();
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for (int i = 0; i <= 9; i++)
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{
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std::shared_ptr<gui::GuiTexture> score_pointer;
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std::string texture_path = "res/";
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texture_path += std::to_string(i);
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texture_path += ".png";
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score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(0.0f, 0.2f), glm::vec2(0.07, 0.15));
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score_textures_gameOver.push_back(score_pointer);
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}
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game_over_texture = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture("res/game_over.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.50f, 0.50f));
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end_score = score;
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}
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gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
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gui::Button* button;
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if (texture != NULL)
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{
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if (texture->GetType() == gui::GuiType::BUTTON) {
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button = (gui::Button*)texture;
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return button;
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}
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else {
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button = nullptr;
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return button;
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}
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}
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else {
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button = nullptr;
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return button;
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}
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}
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gui::GuiTexture* GetMenuItemGameOver(bool hand_state) {
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if (hand_state)
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item_number_gameOver += 0.20f;
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int temp_item_number = item_number_gameOver;
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//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
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if (temp_item_number == guis_gameOver.size()) {
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item_number_gameOver = 0;
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temp_item_number = 0;
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}
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std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
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return guis_gameOver[temp_item_number];
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}
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scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
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gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, -0.5f), glm::vec2(0.25f, 0.25f));
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button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
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button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
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button_start_scene.SetOnClickAction([]()
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{
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std::cout << "Back to start screen!!" << std::endl;
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});
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guis_gameOver.push_back(&button_start_scene);
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computervision::ObjectDetection objDetect;
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cv::Mat cameraFrame;
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gui::GuiTexture* chosen_item_gameOver = NULL; //This is the selected menu_item
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bool hand_closed = false; //Flag to prevent multiple button presses
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while (return_value == scene::Scenes:: GAMEOVER)
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{
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render();
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update(window);
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if (hand_mode_gameOver)
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{
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cameraFrame = objDetect_gameOver.ReadCamera();
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bool detect = false;
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bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
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if (hand_detection)
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{
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hand_closed = false;
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std::cout << "hand is opened" << std::endl;
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//Loop through menu items
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chosen_item_gameOver = GetMenuItemGameOver(true);
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gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
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if (new_button != NULL) {
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const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
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const float y_pos = (1.0 - chosen_item_gameOver->position.y) * WINDOW_HEIGHT / 2;
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//Set cursor to location of selected menu_item
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glfwSetCursorPos(window, x_pos, y_pos);
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}
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}
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else if (!hand_detection)
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{
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std::cout << "hand is closed" << std::endl;
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//Gets selected menu_item
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chosen_item_gameOver = GetMenuItemGameOver(false);
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gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
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if (new_button != NULL && !hand_closed) {
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//Run function click
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new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
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hand_closed = true;
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}
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}
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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gui_shader_gameOver->CleanUp();
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render_engine::loader::CleanUp();
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return return_value;
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}
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/**
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* renders the models in the start-up scene
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*/
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void scene::Game_Over_Scene::render()
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{
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render_engine::renderer::Prepare();
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// Render GUI items
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render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
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}
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/**
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* updates the variables for the start-up scene
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*/
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void scene::Game_Over_Scene::update(GLFWwindow* window)
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{
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for (gui::GuiTexture* button : guis_gameOver) {
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gui::Button* new_button = ConvertGuiTextureToButtonGameOver(button);
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if (new_button != NULL)
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new_button->Update(window);
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}
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bool hand_present;
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objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
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render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
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DrawScore(end_score);
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}
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/**
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* manages the key input in the start-up scene
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*/
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void scene::Game_Over_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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//return_value = scene::Scenes::STARTUP;
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cv::destroyWindow("camera");
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}
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else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
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hand_mode_gameOver = !hand_mode_gameOver;
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}
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}
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void Game_Over_Scene::DrawScore(int score)
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{
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std::vector<int> digits;
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score_guis_gameOver.clear();
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toolbox::GetDigitsFromNumber(score, digits);
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for (int i = digits.size() - 1; i >= 0; i--)
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{
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score_textures_gameOver[digits[i]].get()->position.x = (0.15 * i - 0.05);
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render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver);
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}
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}
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}
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35
src/scenes/game_Over_Scene.h
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35
src/scenes/game_Over_Scene.h
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@@ -0,0 +1,35 @@
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#pragma once
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#include "scene.h"
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#include "../gui/gui_element.h"
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namespace scene
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{
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extern GLFWwindow* window;
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class Game_Over_Scene : public scene::Scene
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{
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private:
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int end_score;
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scene::Scenes return_value = scene::Scenes::GAMEOVER;
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std::vector<std::shared_ptr<gui::GuiTexture>> score_guis_gameOver;
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std::shared_ptr<gui::GuiTexture> game_over_texture;
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public:
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Game_Over_Scene(int score);
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Scenes start(GLFWwindow* window) override;
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void render() override;
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void update(GLFWwindow* window) override;
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void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
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/**
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* @brief: This method renders the score points onto the game window
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* @param score: Score to show
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*/
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void DrawScore(int score);
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};
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}
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@@ -7,7 +7,10 @@
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namespace scene
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{
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std::shared_ptr<entities::MainCharacter>main_character;
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std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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std::deque<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
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entities::HouseGenerator* house_generator;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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@@ -20,21 +23,19 @@ namespace scene
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int furniture_count_old;
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int score;
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int* ptr;
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<<<<<<< HEAD
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std::vector<computervision::HandDetectRegion*> regions;
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=======
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float delta_time = 0;
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std::vector<computervision::HandDetectRegion> regions;
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>>>>>>> develop
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computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
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/**
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* sets up the first things when the objects has been made
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*/
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In_Game_Scene::In_Game_Scene()
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In_Game_Scene::In_Game_Scene(int *score_ptr)
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{
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ptr = score_ptr;
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camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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shader = new shaders::EntityShader;
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@@ -54,11 +55,8 @@ namespace scene
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texture_path += ".png";
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score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
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score_textures.push_back(score_pointer);
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}
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}
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/**
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@@ -114,16 +112,19 @@ namespace scene
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for (int i = 0; i < furniture_count; i++)
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{
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house_models.pop_front();
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collision_entities.erase(collision_entities.begin() + 1);
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}
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}
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int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
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std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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std::deque<std::shared_ptr<entities::CollisionEntity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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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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collision_entities.insert(collision_entities.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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@@ -139,8 +140,9 @@ namespace scene
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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models::TexturedModel model_char = { raw_model_char, texture };
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collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
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main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
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collision_entities.push_back(main_character);
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main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, 50, -100), glm::vec3(0, 90, 0), 5, char_box);
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//collision_entities.push_back(main_character);
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house_generator = new entities::HouseGenerator();
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SetupHandDetection();
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@@ -261,14 +263,15 @@ namespace scene
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{
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UpdateDeltaTime();
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//camera.Move(window);
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<<<<<<< HEAD
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update_hand_detection();
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main_character->Move(regions);
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=======
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main_character->Move(window);
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>>>>>>> develop
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if (!main_character.get()->GetOnCollide())
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{
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*ptr = score;
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std::cout << "Score: " << score << std::endl;
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return_value = scene::Scenes::GAMEOVER;
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}
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//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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camera->Follow(main_character->GetPosition());
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// calculate where the next house model should be loaded
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@@ -286,14 +289,12 @@ namespace scene
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}
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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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collision_entities.push_front(main_character);
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collision::CheckCollisions(collision_entities);
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<<<<<<< HEAD
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=======
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collision_entities.pop_front();
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update_hand_detection();
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>>>>>>> develop
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}
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//manages the key input in the game scene
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@@ -350,11 +351,11 @@ namespace scene
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toolbox::GetDigitsFromNumber(score, digits);
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for (int i = digits.size() - 1; i >= 0; i--)
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{
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score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
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render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
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}
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}
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@@ -45,7 +45,6 @@ namespace scene
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PAUSED
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};
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class In_Game_Scene : public scene::Scene
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{
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private:
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@@ -117,7 +116,7 @@ namespace scene
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void LoadChunk(int model_pos);
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public:
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In_Game_Scene();
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In_Game_Scene(int *score_ptr);
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~In_Game_Scene();
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/**
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@@ -152,7 +151,11 @@ namespace scene
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*/
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void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
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/**
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* @brief: This method renders the score points onto the game window
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* @param score: Score to show
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*/
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void DrawScore(int score);
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};
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}
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@@ -19,10 +19,10 @@ namespace scene {
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};
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class Scene
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{
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{
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public:
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virtual ~Scene() = 0;
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/**
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* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
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* @param window the main window of the application
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@@ -54,7 +54,6 @@ namespace scene {
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* @return void
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*/
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virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
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};
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}
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