[WIP] Collision detectie moet nog worden egimplementeerd om naar game over screen te gaan
This commit is contained in:
184
src/scenes/game_Over_Scene.cpp
Normal file
184
src/scenes/game_Over_Scene.cpp
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user