[ADD] gameover scene shows the points
This commit is contained in:
11
src/main.cpp
11
src/main.cpp
@@ -28,6 +28,7 @@
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#include "scenes/in_Game_Scene.h"
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#include "scenes/in_Game_Scene.h"
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#include "scenes/startup_Scene.h"
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#include "scenes/startup_Scene.h"
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#include "scenes/game_Over_Scene.h"
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#include "scenes/game_Over_Scene.h"
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#include "entities/collision_entity.h"
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#include "computervision/ObjectDetection.h"
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#include "computervision/ObjectDetection.h"
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//#include "computervision/OpenPoseImage.h"
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//#include "computervision/OpenPoseImage.h"
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@@ -39,6 +40,7 @@
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#pragma comment(lib, "glew32s.lib")
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#pragma comment(lib, "glew32s.lib")
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#pragma comment(lib, "opengl32.lib")
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#pragma comment(lib, "opengl32.lib")
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int score;
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static double UpdateDelta();
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static double UpdateDelta();
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static GLFWwindow* window;
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static GLFWwindow* window;
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@@ -73,7 +75,8 @@ int main(void)
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glGetError();
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glGetError();
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#pragma endregion
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#pragma endregion
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//TODO change back to 0, only to show how score is visible on end screen
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score = 30;
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current_scene = new scene::Startup_Scene();
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current_scene = new scene::Startup_Scene();
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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@@ -88,8 +91,6 @@ int main(void)
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bool window_open = true;
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bool window_open = true;
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// Main game loop
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// Main game loop
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while (!glfwWindowShouldClose(window) && window_open)
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while (!glfwWindowShouldClose(window) && window_open)
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{
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{
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@@ -110,11 +111,11 @@ int main(void)
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case scene::Scenes::INGAME:
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case scene::Scenes::INGAME:
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current_scene = new scene::In_Game_Scene();
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current_scene = new scene::In_Game_Scene(&score);
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break;
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break;
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case scene::Scenes::GAMEOVER:
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case scene::Scenes::GAMEOVER:
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current_scene = new scene::Game_Over_Scene();
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current_scene = new scene::Game_Over_Scene(score);
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break;
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break;
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default:
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default:
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@@ -22,12 +22,12 @@ namespace scene
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shaders::GuiShader* gui_shader_gameOver;
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shaders::GuiShader* gui_shader_gameOver;
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std::vector<gui::GuiTexture*> guis_gameOver;
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std::vector<gui::GuiTexture*> guis_gameOver;
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computervision::ObjectDetection objDetect_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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float item_number_gameOver = 0;
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bool hand_mode_gameOver = false;
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bool hand_mode_gameOver = false;
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Game_Over_Scene::Game_Over_Scene()
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Game_Over_Scene::Game_Over_Scene(int score)
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{
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{
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shaders::EntityShader shader;
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shaders::EntityShader shader;
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shader.Init();
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shader.Init();
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@@ -36,13 +36,28 @@ namespace scene
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gui_shader_gameOver = new shaders::GuiShader();
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gui_shader_gameOver = new shaders::GuiShader();
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gui_shader_gameOver->Init();
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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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}
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gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
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gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
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gui::Button* button;
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gui::Button* button;
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if (texture != NULL)
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if (texture != NULL)
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{
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{
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if (texture->GetType() == gui::GuiType::BUTTON) {
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if (texture->GetType() == gui::GuiType::BUTTON) {
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button = (gui::Button*)texture;
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button = (gui::Button*)texture;
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@@ -75,12 +90,13 @@ namespace scene
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}
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}
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scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
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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, 0.6f), glm::vec2(0.25f, 0.25f));
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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.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.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
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button_start_scene.SetOnClickAction([]()
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button_start_scene.SetOnClickAction([]()
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{
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{
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std::cout << "Back to start screen!!" << std::endl;
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std::cout << "Back to start screen!!" << std::endl;
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});
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});
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guis_gameOver.push_back(&button_start_scene);
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guis_gameOver.push_back(&button_start_scene);
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@@ -134,7 +150,7 @@ namespace scene
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}
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}
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}
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}
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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gui_shader_gameOver->CleanUp();
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gui_shader_gameOver->CleanUp();
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@@ -165,7 +181,10 @@ namespace scene
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}
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}
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bool hand_present;
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bool hand_present;
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objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
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objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
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}
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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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/**
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* manages the key input in the start-up scene
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* manages the key input in the start-up scene
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@@ -174,12 +193,26 @@ namespace scene
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{
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{
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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{
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return_value = scene::Scenes::INGAME;
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return_value = scene::Scenes::STARTUP;
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cv::destroyWindow("camera");
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cv::destroyWindow("camera");
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}
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}
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else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
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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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hand_mode_gameOver = !hand_mode_gameOver;
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}
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}
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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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}
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@@ -9,10 +9,15 @@ namespace scene
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class Game_Over_Scene : public scene::Scene
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class Game_Over_Scene : public scene::Scene
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{
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{
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private:
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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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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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public:
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Game_Over_Scene();
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Game_Over_Scene(int score);
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Scenes start(GLFWwindow* window) override;
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Scenes start(GLFWwindow* window) override;
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@@ -21,6 +26,10 @@ namespace scene
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void update(GLFWwindow* window) 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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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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}
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}
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@@ -46,6 +46,7 @@ namespace scene
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int furniture_count_old;
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int furniture_count_old;
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int score;
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int score;
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int* ptr;
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std::vector<computervision::HandDetectRegion> regions;
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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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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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@@ -53,8 +54,9 @@ namespace scene
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/**
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/**
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* sets up the first things when the objects has been made
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* sets up the first things when the objects has been made
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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(int *score_ptr)
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{
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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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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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shader = new shaders::EntityShader;
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@@ -76,12 +78,7 @@ namespace scene
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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_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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score_textures.push_back(score_pointer);
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std::cout << "Add to score_pointer: " << texture_path << std::endl;
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}
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}
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std::cout << "Size textures: " << score_textures.size() << std::endl;
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}
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}
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/**
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/**
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@@ -275,11 +272,12 @@ namespace scene
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//camera.Move(window);
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//camera.Move(window);
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main_character->Move(window);
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main_character->Move(window);
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if (!main_character.get()->GetOnCollide())
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if (!main_character.get()->GetOnCollide())
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{
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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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return_value = scene::Scenes::GAMEOVER;
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}
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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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camera->Follow(main_character->GetPosition());
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// calculate where the next house model should be loaded
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// calculate where the next house model should be loaded
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@@ -301,8 +299,6 @@ namespace scene
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collision::CheckCollisions(collision_entities);
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collision::CheckCollisions(collision_entities);
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update_hand_detection();
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update_hand_detection();
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}
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}
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//manages the key input in the game scene
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//manages the key input in the game scene
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@@ -30,7 +30,6 @@ namespace scene
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PAUSED
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PAUSED
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};
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};
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class In_Game_Scene : public scene::Scene
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class In_Game_Scene : public scene::Scene
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{
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{
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private:
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private:
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@@ -68,7 +67,7 @@ namespace scene
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void update_hand_detection();
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void update_hand_detection();
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public:
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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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~In_Game_Scene();
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/**
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/**
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@@ -19,10 +19,11 @@ namespace scene {
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};
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};
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class Scene
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class Scene
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{
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{
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static int END_SCORE;
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public:
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public:
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virtual ~Scene() = 0;
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virtual ~Scene() = 0;
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/**
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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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* @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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* @param window the main window of the application
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@@ -54,7 +55,13 @@ namespace scene {
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* @return void
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* @return void
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*/
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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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virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
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static void SetEndScore(int score) {
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END_SCORE = score;
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}
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static int GetEndScore() {
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return END_SCORE;
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}
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};
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};
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}
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}
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Reference in New Issue
Block a user