Merge branch 'develop' into feature/loading_all_models
This commit is contained in:
217
src/scenes/game_Over_Scene.cpp
Normal file
217
src/scenes/game_Over_Scene.cpp
Normal file
@@ -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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@@ -1,36 +1,16 @@
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#include <iostream>
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#include <memory>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "in_Game_Scene.h"
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#include "startup_Scene.h"
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#include "../entities/main_character.h"
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#include "../collision/collision_handler.h"
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#include "../gui/gui_interactable.h"
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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 "../toolbox/toolbox.h"
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#include "../entities/house_generator.h"
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#include <deque>
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#include <functional>
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#include <memory>
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#include <queue>
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#include <opencv2/core/base.hpp>
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#include "../computervision/HandDetectRegion.h"
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#include "../computervision/ObjectDetection.h"
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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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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@@ -39,9 +19,13 @@ namespace scene
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shaders::EntityShader* shader;
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shaders::GuiShader* gui_shader;
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std::vector<gui::GuiTexture*> guis;
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std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
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int furniture_count_old;
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int score;
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int* ptr;
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float delta_time = 0;
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std::vector<computervision::HandDetectRegion> regions;
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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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@@ -49,8 +33,9 @@ namespace scene
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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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@@ -60,9 +45,22 @@ namespace scene
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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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score = 0;
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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(-0.9f, 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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* temporary!!!!
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* temporary?
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* just to make some bounding boxes
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*/
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collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
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@@ -83,32 +81,38 @@ namespace scene
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delete house_generator;
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}
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/**
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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*
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* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
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*
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*/
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void load_chunk(int model_pos)
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void In_Game_Scene::SetupHandDetection()
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{
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static unsigned int furniture_count = 0;
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// set up squares according to size of camera input
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cv::Mat camera_frame;
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static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
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reg_left.SetMainSkinDetecRegion(true);
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reg_right.SetMainSkinDetecRegion(false);
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reg_right.SetMainSkinDetecRegion(false);
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std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
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reg_left.SetSkinTimerCallback(callback);
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reg_left.SetXPos(10);
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reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
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reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
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reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
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reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
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reg_up.SetYPos(10);
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}
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void In_Game_Scene::LoadChunk(int model_pos)
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{
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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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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
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{
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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);
|
||||
}
|
||||
}
|
||||
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||
@@ -116,10 +120,12 @@ namespace scene
|
||||
std::deque<std::shared_ptr<entities::CollisionEntity>> furniture;
|
||||
house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
|
||||
furniture_count = furniture.size();
|
||||
|
||||
|
||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||
collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
|
||||
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||
furniture_count_old = furniture_count - 1;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -135,13 +141,17 @@ namespace scene
|
||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||
models::TexturedModel model_char = { raw_model_char, texture };
|
||||
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
collision_entities.push_back(main_character);
|
||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, 50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
|
||||
//collision_entities.push_back(main_character);
|
||||
house_generator = new entities::HouseGenerator();
|
||||
|
||||
SetupHandDetection();
|
||||
|
||||
// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
{
|
||||
load_chunk(i);
|
||||
LoadChunk(i);
|
||||
}
|
||||
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||
@@ -181,6 +191,9 @@ namespace scene
|
||||
});
|
||||
pause_guis.push_back(&pause_button_quit);
|
||||
|
||||
regions.push_back(®_left);
|
||||
regions.push_back(®_up);
|
||||
regions.push_back(®_right);
|
||||
|
||||
//the scene loop, this while loop represent the scene
|
||||
while (return_value == scene::Scenes::INGAME)
|
||||
@@ -242,16 +255,24 @@ namespace scene
|
||||
|
||||
// Stop rendering the entities
|
||||
shader->Stop();
|
||||
|
||||
DrawScore(score);
|
||||
}
|
||||
|
||||
//updates certain variables
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
UpdateDeltaTime();
|
||||
//camera.Move(window);
|
||||
update_hand_detection();
|
||||
main_character->Move(regions);
|
||||
if (!main_character.get()->GetOnCollide())
|
||||
{
|
||||
*ptr = score;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
return_value = scene::Scenes::GAMEOVER;
|
||||
}
|
||||
|
||||
main_character->Move(window);
|
||||
|
||||
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||
camera->Follow(main_character->GetPosition());
|
||||
|
||||
// calculate where the next house model should be loaded
|
||||
@@ -261,15 +282,19 @@ namespace scene
|
||||
// if we have passed a model, load a new one and delete the one behind us
|
||||
if (last_model_pos != model_pos)
|
||||
{
|
||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
score += furniture_count_old;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||
|
||||
}
|
||||
// remember the position at which the new model was added
|
||||
last_model_pos = model_pos;
|
||||
collision_entities.push_front(main_character);
|
||||
|
||||
collision::CheckCollisions(collision_entities);
|
||||
collision_entities.pop_front();
|
||||
|
||||
update_hand_detection();
|
||||
}
|
||||
|
||||
@@ -289,24 +314,14 @@ namespace scene
|
||||
{
|
||||
game_state = scene::Game_State::RUNNING;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
|
||||
{
|
||||
reg_left.CalibrateBackground();
|
||||
reg_right.CalibrateBackground();
|
||||
reg_up.CalibrateBackground();
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||
reg_right.setSkinTresholds(tresholds);
|
||||
reg_up.setSkinTresholds(tresholds);
|
||||
}
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::update_hand_detection()
|
||||
{
|
||||
reg_left.UpdateTime(delta_time);
|
||||
reg_right.UpdateTime(delta_time);
|
||||
reg_up.UpdateTime(delta_time);
|
||||
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame);
|
||||
reg_left.DetectHand(camera_frame);
|
||||
@@ -316,9 +331,41 @@ namespace scene
|
||||
cv::imshow("camera", camera_frame);
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::OnSkinCalibrationCallback()
|
||||
{
|
||||
std::cout << "on skin calibration callback" << std::endl;
|
||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||
reg_right.setSkinTresholds(tresholds);
|
||||
reg_up.setSkinTresholds(tresholds);
|
||||
}
|
||||
|
||||
//renders the models for the pause menu
|
||||
void In_Game_Scene::render_pause_menu()
|
||||
{
|
||||
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||
}
|
||||
|
||||
void In_Game_Scene::DrawScore(int score)
|
||||
{
|
||||
std::vector<int> digits;
|
||||
score_guis.clear();
|
||||
|
||||
toolbox::GetDigitsFromNumber(score, digits);
|
||||
|
||||
|
||||
for (int i = digits.size() - 1; i >= 0; i--)
|
||||
{
|
||||
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
|
||||
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||
}
|
||||
}
|
||||
|
||||
void In_Game_Scene::UpdateDeltaTime()
|
||||
{
|
||||
double current_time = glfwGetTime();
|
||||
static double last_frame_time = current_time;
|
||||
delta_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,18 @@
|
||||
#include <ostream>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <deque>
|
||||
#include <functional>
|
||||
#include <queue>
|
||||
#include <opencv2/core/base.hpp>
|
||||
|
||||
#include "startup_Scene.h"
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../models/model.h"
|
||||
@@ -11,6 +23,12 @@
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../entities/main_character.h"
|
||||
#include "../collision/collision_handler.h"
|
||||
#include "../entities/house_generator.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
#include "../computervision/object_detection.h"
|
||||
|
||||
|
||||
|
||||
namespace scene
|
||||
@@ -27,7 +45,6 @@ namespace scene
|
||||
PAUSED
|
||||
};
|
||||
|
||||
|
||||
class In_Game_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
@@ -53,6 +70,10 @@ namespace scene
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||
std::vector<gui::GuiTexture*> pause_guis;
|
||||
// list of gui texture that holds the textures for the score
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
||||
|
||||
void UpdateDeltaTime();
|
||||
|
||||
/**
|
||||
* @brief renders the objects/gui models
|
||||
@@ -60,10 +81,42 @@ namespace scene
|
||||
* @return void
|
||||
*/
|
||||
void render_pause_menu();
|
||||
|
||||
/**
|
||||
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
|
||||
*
|
||||
*/
|
||||
void update_hand_detection();
|
||||
|
||||
/**
|
||||
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
|
||||
*
|
||||
*/
|
||||
void SetupHandDetection();
|
||||
|
||||
/**
|
||||
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
|
||||
*
|
||||
*/
|
||||
void OnSkinCalibrationCallback();
|
||||
|
||||
/**
|
||||
* @brief draws the score on the screen with the digit resources.
|
||||
*
|
||||
* @param score the score to display.
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
|
||||
/**
|
||||
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||
*
|
||||
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||
*
|
||||
*/
|
||||
void LoadChunk(int model_pos);
|
||||
|
||||
public:
|
||||
In_Game_Scene();
|
||||
In_Game_Scene(int *score_ptr);
|
||||
~In_Game_Scene();
|
||||
|
||||
/**
|
||||
@@ -97,6 +150,13 @@ namespace scene
|
||||
* @return void
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
|
||||
/**
|
||||
* @brief: This method renders the score points onto the game window
|
||||
* @param score: Score to show
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -20,10 +20,10 @@ namespace scene {
|
||||
};
|
||||
|
||||
class Scene
|
||||
{
|
||||
{
|
||||
public:
|
||||
virtual ~Scene() = 0;
|
||||
|
||||
|
||||
/**
|
||||
* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
|
||||
* @param window the main window of the application
|
||||
@@ -55,7 +55,6 @@ namespace scene {
|
||||
* @return void
|
||||
*/
|
||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -14,8 +14,8 @@
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
#include "../computervision/object_detection.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user