[WIP] Collision detectie moet nog worden egimplementeerd om naar game over screen te gaan
This commit is contained in:
@@ -35,7 +35,11 @@ namespace entities
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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model_box.SetRotation(-90);
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model_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
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//furniture_collision.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
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}
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}
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//furniture_collision.pop_front();
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/*
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/*
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// Add furniture
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// Add furniture
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@@ -255,4 +259,9 @@ namespace entities
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
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}
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}
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/*std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GetFurnitureCollisions()
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{
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return furniture_collision;
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}*/
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}
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}
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@@ -30,6 +30,8 @@ namespace entities
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models::ModelTexture default_texture;
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models::ModelTexture default_texture;
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std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
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std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
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//std::deque<std::shared_ptr<CollisionEntity>> furniture_collision;
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public:
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public:
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HouseGenerator();
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HouseGenerator();
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@@ -47,7 +49,12 @@ namespace entities
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/*
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/*
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* @brief: Returns the depth of the house (chunk)
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* @brief: Returns the depth of the house (chunk)
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*/
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*/
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float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
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float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE;
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}
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//std::deque<std::shared_ptr<CollisionEntity>> GetFurnitureCollisions();
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private:
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private:
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/*
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/*
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@@ -97,4 +97,8 @@ namespace entities
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is_playing = false;
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is_playing = false;
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std::cout << "collision" << std::endl;
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std::cout << "collision" << std::endl;
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}
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}
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bool MainCharacter::GetOnCollide() {
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return is_playing;
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}
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}
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}
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@@ -34,5 +34,7 @@ namespace entities
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void Move(GLFWwindow* window);
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void Move(GLFWwindow* window);
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void OnCollide(const collision::Collision& collision) override;
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void OnCollide(const collision::Collision& collision) override;
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bool GetOnCollide();
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};
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};
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}
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}
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184
src/scenes/game_Over_Scene.cpp
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184
src/scenes/game_Over_Scene.cpp
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@@ -0,0 +1,184 @@
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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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float item_number_gameOver = 0;
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bool hand_mode_gameOver = false;
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Game_Over_Scene::Game_Over_Scene() {
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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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}
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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, 0.6f), 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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}
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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::INGAME;
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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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}
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26
src/scenes/game_Over_Scene.h
Normal file
26
src/scenes/game_Over_Scene.h
Normal file
@@ -0,0 +1,26 @@
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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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scene::Scenes return_value = scene::Scenes::GAMEOVER;
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public:
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Game_Over_Scene();
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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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}
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@@ -31,6 +31,9 @@ namespace scene
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{
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{
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std::shared_ptr<entities::MainCharacter>main_character;
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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::vector<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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entities::HouseGenerator* house_generator;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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@@ -135,10 +138,11 @@ namespace scene
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std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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furniture_count = furniture.size();
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furniture_count = furniture.size();
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house_models.insert(house_models.end(), furniture.begin(), furniture.end());
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house_models.insert(house_models.end(), furniture.begin(), furniture.end());
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std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
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std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
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furniture_count_old = furniture_count - 1;
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furniture_count_old = furniture_count - 1;
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}
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}
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/**
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/**
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@@ -270,6 +274,10 @@ namespace scene
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{
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{
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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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{
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return_value = scene::Scenes::GAMEOVER;
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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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//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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@@ -291,6 +299,7 @@ namespace scene
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last_model_pos = model_pos;
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last_model_pos = model_pos;
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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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@@ -352,11 +361,8 @@ namespace scene
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toolbox::GetDigitsFromNumber(score, digits);
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toolbox::GetDigitsFromNumber(score, digits);
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std::cout << "Digits size: " << digits.size() << std::endl;
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for (int i = digits.size()-1; i >= 0; i--)
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for (int i = digits.size()-1; i >= 0; i--)
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{
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{
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std::cout << "Digit in digits: " << i << std::endl;
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score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
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score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
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render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
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render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
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@@ -103,6 +103,10 @@ namespace scene
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*/
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*/
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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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void DrawScore(int score);
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};
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};
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@@ -24,6 +24,7 @@
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<ClCompile Include="src\entities\house_generator.cpp" />
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<ClCompile Include="src\entities\house_generator.cpp" />
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<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
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<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
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<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
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<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
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<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\computervision\MenuTest.cpp" />
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<ClCompile Include="src\computervision\MenuTest.cpp" />
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||||||
<ClCompile Include="src\computervision\async\async_arm_detection.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\HandCalibrator.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
<ClInclude Include="src\computervision\HandDetectRegion.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\in_Game_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\scene.h" />
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||||
|
|||||||
@@ -28,6 +28,7 @@
|
|||||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\scenes\scene.cpp" />
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\entities\Camera.cpp">
|
<ClCompile Include="src\entities\Camera.cpp">
|
||||||
@@ -148,6 +149,7 @@
|
|||||||
<ClInclude Include="src\toolbox\Timer.h" />
|
<ClInclude Include="src\toolbox\Timer.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
|
|||||||
Reference in New Issue
Block a user