[ADD] gameover scene shows the points

This commit is contained in:
DESKTOP-EBR7IVA\kimve
2021-06-18 13:35:19 +02:00
parent ca61dfc781
commit 824f9a2433
6 changed files with 75 additions and 30 deletions

View File

@@ -22,12 +22,12 @@ namespace scene
shaders::GuiShader* gui_shader_gameOver;
std::vector<gui::GuiTexture*> guis_gameOver;
computervision::ObjectDetection objDetect_gameOver;
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
float item_number_gameOver = 0;
bool hand_mode_gameOver = false;
Game_Over_Scene::Game_Over_Scene()
Game_Over_Scene::Game_Over_Scene(int score)
{
shaders::EntityShader shader;
shader.Init();
@@ -36,13 +36,28 @@ namespace scene
gui_shader_gameOver = new shaders::GuiShader();
gui_shader_gameOver->Init();
for (int i = 0; i <= 9; i++)
{
std::shared_ptr<gui::GuiTexture> score_pointer;
std::string texture_path = "res/";
texture_path += std::to_string(i);
texture_path += ".png";
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));
score_textures_gameOver.push_back(score_pointer);
}
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));
end_score = score;
}
gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
gui::Button* button;
if (texture != NULL)
{
if (texture->GetType() == gui::GuiType::BUTTON) {
button = (gui::Button*)texture;
@@ -75,12 +90,13 @@ namespace scene
}
scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, -0.5f), glm::vec2(0.25f, 0.25f));
button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
button_start_scene.SetOnClickAction([]()
{
std::cout << "Back to start screen!!" << std::endl;
});
guis_gameOver.push_back(&button_start_scene);
@@ -134,7 +150,7 @@ namespace scene
}
}
glfwSwapBuffers(window);
glfwPollEvents();
glfwPollEvents();
}
gui_shader_gameOver->CleanUp();
@@ -165,7 +181,10 @@ namespace scene
}
bool hand_present;
objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
}
render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
DrawScore(end_score);
}
/**
* manages the key input in the start-up scene
@@ -174,12 +193,26 @@ namespace scene
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
return_value = scene::Scenes::INGAME;
return_value = scene::Scenes::STARTUP;
cv::destroyWindow("camera");
}
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
hand_mode_gameOver = !hand_mode_gameOver;
}
}
void Game_Over_Scene::DrawScore(int score)
{
std::vector<int> digits;
score_guis_gameOver.clear();
toolbox::GetDigitsFromNumber(score, digits);
for (int i = digits.size() - 1; i >= 0; i--)
{
score_textures_gameOver[digits[i]].get()->position.x = (0.15 * i - 0.05);
render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver);
}
}
}