[WIP] Collision detectie moet nog worden egimplementeerd om naar game over screen te gaan

This commit is contained in:
DESKTOP-EBR7IVA\kimve
2021-06-11 16:49:09 +02:00
parent a65f3391f7
commit e51b56b156
10 changed files with 251 additions and 5 deletions

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@@ -35,7 +35,11 @@ namespace entities
collision::Box model_box = { model_pos, model.raw_model.model_size };
model_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
//furniture_collision.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
}
//furniture_collision.pop_front();
/*
// Add furniture
@@ -255,4 +259,9 @@ namespace entities
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
}
/*std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GetFurnitureCollisions()
{
return furniture_collision;
}*/
}

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@@ -30,6 +30,8 @@ namespace entities
models::ModelTexture default_texture;
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
//std::deque<std::shared_ptr<CollisionEntity>> furniture_collision;
public:
HouseGenerator();
@@ -47,7 +49,12 @@ namespace entities
/*
* @brief: Returns the depth of the house (chunk)
*/
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE;
}
//std::deque<std::shared_ptr<CollisionEntity>> GetFurnitureCollisions();
private:
/*

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@@ -97,4 +97,8 @@ namespace entities
is_playing = false;
std::cout << "collision" << std::endl;
}
bool MainCharacter::GetOnCollide() {
return is_playing;
}
}

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@@ -34,5 +34,7 @@ namespace entities
void Move(GLFWwindow* window);
void OnCollide(const collision::Collision& collision) override;
bool GetOnCollide();
};
}

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@@ -0,0 +1,184 @@
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
#include "game_Over_Scene.h"
#include <iostream>
#include <opencv2/core/mat.hpp>
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../gui/gui_interactable.h"
#include "../toolbox/toolbox.h"
#include "../computervision/MenuTest.h"
#include "../computervision/ObjectDetection.h"
#include "../computervision/HandDetectRegion.h"
namespace scene
{
shaders::GuiShader* gui_shader_gameOver;
std::vector<gui::GuiTexture*> guis_gameOver;
computervision::ObjectDetection objDetect_gameOver;
float item_number_gameOver = 0;
bool hand_mode_gameOver = false;
Game_Over_Scene::Game_Over_Scene() {
shaders::EntityShader shader;
shader.Init();
render_engine::renderer::Init(shader);
shader.CleanUp();
gui_shader_gameOver = new shaders::GuiShader();
gui_shader_gameOver->Init();
}
gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
gui::Button* button;
if (texture != NULL)
{
if (texture->GetType() == gui::GuiType::BUTTON) {
button = (gui::Button*)texture;
return button;
}
else {
button = nullptr;
return button;
}
}
else {
button = nullptr;
return button;
}
}
gui::GuiTexture* GetMenuItemGameOver(bool hand_state) {
if (hand_state)
item_number_gameOver += 0.20f;
int temp_item_number = item_number_gameOver;
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
if (temp_item_number == guis_gameOver.size()) {
item_number_gameOver = 0;
temp_item_number = 0;
}
std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
return guis_gameOver[temp_item_number];
}
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));
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);
computervision::ObjectDetection objDetect;
cv::Mat cameraFrame;
gui::GuiTexture* chosen_item_gameOver = NULL; //This is the selected menu_item
bool hand_closed = false; //Flag to prevent multiple button presses
while (return_value == scene::Scenes:: GAMEOVER)
{
render();
update(window);
if (hand_mode_gameOver)
{
cameraFrame = objDetect_gameOver.ReadCamera();
bool detect = false;
bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
if (hand_detection)
{
hand_closed = false;
std::cout << "hand is opened" << std::endl;
//Loop through menu items
chosen_item_gameOver = GetMenuItemGameOver(true);
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
if (new_button != NULL) {
const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
const float y_pos = (1.0 - chosen_item_gameOver->position.y) * WINDOW_HEIGHT / 2;
//Set cursor to location of selected menu_item
glfwSetCursorPos(window, x_pos, y_pos);
}
}
else if (!hand_detection)
{
std::cout << "hand is closed" << std::endl;
//Gets selected menu_item
chosen_item_gameOver = GetMenuItemGameOver(false);
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
if (new_button != NULL && !hand_closed) {
//Run function click
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
hand_closed = true;
}
}
}
glfwSwapBuffers(window);
glfwPollEvents();
}
gui_shader_gameOver->CleanUp();
render_engine::loader::CleanUp();
return return_value;
}
/**
* renders the models in the start-up scene
*/
void scene::Game_Over_Scene::render()
{
render_engine::renderer::Prepare();
// Render GUI items
render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
}
/**
* updates the variables for the start-up scene
*/
void scene::Game_Over_Scene::update(GLFWwindow* window)
{
for (gui::GuiTexture* button : guis_gameOver) {
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(button);
if (new_button != NULL)
new_button->Update(window);
}
bool hand_present;
objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
}
/**
* manages the key input in the start-up scene
*/
void scene::Game_Over_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
return_value = scene::Scenes::INGAME;
cv::destroyWindow("camera");
}
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
hand_mode_gameOver = !hand_mode_gameOver;
}
}
}

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@@ -0,0 +1,26 @@
#pragma once
#include "scene.h"
#include "../gui/gui_element.h"
namespace scene
{
extern GLFWwindow* window;
class Game_Over_Scene : public scene::Scene
{
private:
scene::Scenes return_value = scene::Scenes::GAMEOVER;
public:
Game_Over_Scene();
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

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@@ -31,6 +31,9 @@ namespace scene
{
std::shared_ptr<entities::MainCharacter>main_character;
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
entities::HouseGenerator* house_generator;
std::deque<std::shared_ptr<entities::Entity>> house_models;
@@ -135,10 +138,11 @@ namespace scene
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
furniture_count = furniture.size();
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
furniture_count_old = furniture_count - 1;
}
/**
@@ -270,6 +274,10 @@ namespace scene
{
//camera.Move(window);
main_character->Move(window);
if (!main_character.get()->GetOnCollide())
{
return_value = scene::Scenes::GAMEOVER;
}
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera->Follow(main_character->GetPosition());
@@ -291,6 +299,7 @@ namespace scene
last_model_pos = model_pos;
collision::CheckCollisions(collision_entities);
update_hand_detection();
@@ -352,11 +361,8 @@ namespace scene
toolbox::GetDigitsFromNumber(score, digits);
std::cout << "Digits size: " << digits.size() << std::endl;
for (int i = digits.size()-1; i >= 0; i--)
{
std::cout << "Digit in digits: " << i << std::endl;
score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);

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@@ -103,6 +103,10 @@ namespace scene
*/
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);
};

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@@ -24,6 +24,7 @@
<ClCompile Include="src\entities\house_generator.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
@@ -55,6 +56,7 @@
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
<ClInclude Include="src\computervision\HandDetectRegion.h" />
<ClInclude Include="src\scenes\game_Over_Scene.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\async\async_arm_detection.h" />

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@@ -28,6 +28,7 @@
<ClCompile Include="src\entities\house_generator.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\scenes\scene.cpp" />
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\entities\Camera.cpp">
@@ -148,6 +149,7 @@
<ClInclude Include="src\toolbox\Timer.h" />
<ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startup_Scene.h" />
<ClInclude Include="src\scenes\game_Over_Scene.h" />
</ItemGroup>
<ItemGroup>
<Xml Include="res\haarcascade_frontalface_alt.xml" />