Compare commits
10 Commits
feature/ra
...
feature/ga
| Author | SHA1 | Date | |
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c0a099a05e | ||
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022c7eb1f0 | ||
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ca61dfc781 | ||
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e51b56b156 | ||
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a65f3391f7 | ||
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9b1bea3eec | ||
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8c1191c131 | ||
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692bb76164 | ||
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63c6ec8a0c | ||
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04c6f52e64 |
@@ -3,7 +3,7 @@
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namespace collision
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namespace collision
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{
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{
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>>& entities)
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{
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{
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if (entities.size() < 2) { return; }
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if (entities.size() < 2) { return; }
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if (entities.size() == 2)
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if (entities.size() == 2)
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@@ -15,7 +15,7 @@ namespace collision
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entities[1]->OnCollide(c);
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entities[1]->OnCollide(c);
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}
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}
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}
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}
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for (int i = 0; i < entities.size() - 2; i++)
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for (int i = 0; i < entities.size() - 2; i++)
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{
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{
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std::shared_ptr<entities::CollisionEntity> entity = entities[i];
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std::shared_ptr<entities::CollisionEntity> entity = entities[i];
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@@ -13,5 +13,5 @@ namespace collision
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*
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*
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* @param entities: A list with all the collision entities.
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* @param entities: A list with all the collision entities.
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*/
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*/
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>>& entities);
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}
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}
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@@ -6,7 +6,7 @@ namespace static_camera
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static cv::VideoCapture getCap()
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static cv::VideoCapture getCap()
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{
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{
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static cv::VideoCapture cap(0);
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static cv::VideoCapture cap(1);
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return cap;
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return cap;
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}
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}
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};
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};
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@@ -40,7 +40,10 @@ namespace entities
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const glm::vec3 size = bounding_box.size;
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const glm::vec3 size = bounding_box.size;
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min_xyz = bounding_box.center_pos;
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min_xyz = { bounding_box.center_pos.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z - (0.5 * size.z) };
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max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
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max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + (0.5 * size.z) };
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// min_xyz = bounding_box.center_pos;
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// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };
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}
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}
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}
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}
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@@ -58,7 +58,7 @@ namespace entities
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void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
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void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
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{ if (function != nullptr) { on_collide = function; } }
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{ if (function != nullptr) { on_collide = function; } }
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protected:
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public:
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/*
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/*
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* @brief: This method moves the collision to the center of the entity
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* @brief: This method moves the collision to the center of the entity
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@@ -20,71 +20,76 @@ namespace entities
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GenerateFurnitureModels();
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GenerateFurnitureModels();
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}
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}
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std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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{
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{
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std::deque<std::shared_ptr<Entity>> furniture;
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std::deque<std::shared_ptr<CollisionEntity>> furniture;
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// Add house
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// Add house
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furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
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collision::Box house_box = { position, glm::vec3(0,0,0) };
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furniture.push_front(std::make_shared<CollisionEntity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, house_box));
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for(int i = 0; i<toolbox::Random(1,4);i++)
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// for(int i = 0; i<toolbox::Random(1,4);i++)
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{
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// {
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FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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// FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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models::TexturedModel model = GetFurnitureModel(type);
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// models::TexturedModel model = GetFurnitureModel(type);
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glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
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// glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
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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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}
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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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// Add furniture
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// Add furniture
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models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
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// models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
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glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
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// glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
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collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
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// collision::Box couch_box = { couch_pos, couch.raw_model.model_size * (HOUSE_SIZE) };
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couch_box.SetRotation(-90);
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// couch_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
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// furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
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//
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models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
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// models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
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glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
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// glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
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collision::Box table_box = { table_pos, table.raw_model.model_size };
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// collision::Box table_box = { table_pos, table.raw_model.model_size * ((HOUSE_SIZE) * 1.3f) };
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furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
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// furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
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//
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models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
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// models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
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glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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// glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
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// collision::Box chair_box = { chair_pos, chair.raw_model.model_size * (HOUSE_SIZE) };
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furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
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// furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
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//
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models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
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// models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
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glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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// glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
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// collision::Box plant_box = { plant_pos, plant.raw_model.model_size * (HOUSE_SIZE) };
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furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
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// furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
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//
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models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
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// models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
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glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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// glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
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// collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size * (HOUSE_SIZE) };
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furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
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// furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
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//
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models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
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// models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
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glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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// glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
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// collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size * (HOUSE_SIZE) };
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furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
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// furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
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//
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models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
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// models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
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glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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// glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
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// collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size * (HOUSE_SIZE) };
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furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
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// furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
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//
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models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
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// models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
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glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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// glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
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// collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size * (HOUSE_SIZE / 2) };
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furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
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// furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
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models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
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models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
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glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y - 10, position.z + 220);
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collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
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collision::Box misc_box = { misc_pos, misc.raw_model.model_size * (HOUSE_SIZE) };
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furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
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furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
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*/
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return furniture;
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return furniture;
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}
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}
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@@ -255,4 +260,9 @@ 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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@@ -5,6 +5,7 @@
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#include <map>
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#include <map>
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#include "../models/Model.h"
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#include "../models/Model.h"
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#include "../collision/collision.h"
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#include "../collision/collision.h"
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#include "collision_entity.h"
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namespace entities
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namespace entities
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{
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{
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@@ -30,6 +31,8 @@ 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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|
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|
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public:
|
public:
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HouseGenerator();
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HouseGenerator();
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@@ -42,12 +45,17 @@ namespace entities
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*
|
*
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* @return: A list with all the entities of the generated house (the furniture)
|
* @return: A list with all the entities of the generated house (the furniture)
|
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*/
|
*/
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std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
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std::deque<std::shared_ptr<CollisionEntity>> GenerateHouse(const glm::vec3& position, float y_rotation);
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|
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/*
|
/*
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* @brief: Returns the depth of the house (chunk)
|
* @brief: Returns the depth of the house (chunk)
|
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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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|
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|
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private:
|
private:
|
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/*
|
/*
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|
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@@ -22,7 +22,7 @@ namespace entities
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void MainCharacter::Move(GLFWwindow* window)
|
void MainCharacter::Move(GLFWwindow* window)
|
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{
|
{
|
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if (is_playing) {
|
if (is_playing) {
|
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movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
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movement_speed = -2.0f; //Forward speed adjustment, bee is moving at a standard speedrate
|
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down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
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down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
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side_speed = 0; //Side speed adjustment
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side_speed = 0; //Side speed adjustment
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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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|
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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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|
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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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|
||||||
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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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@@ -27,6 +27,8 @@
|
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#include "scenes/scene.h"
|
#include "scenes/scene.h"
|
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#include "scenes/in_Game_Scene.h"
|
#include "scenes/in_Game_Scene.h"
|
||||||
#include "scenes/startup_Scene.h"
|
#include "scenes/startup_Scene.h"
|
||||||
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#include "scenes/game_Over_Scene.h"
|
||||||
|
#include "entities/collision_entity.h"
|
||||||
|
|
||||||
#include "computervision/ObjectDetection.h"
|
#include "computervision/ObjectDetection.h"
|
||||||
//#include "computervision/OpenPoseImage.h"
|
//#include "computervision/OpenPoseImage.h"
|
||||||
@@ -112,6 +114,10 @@ int main(void)
|
|||||||
current_scene = new scene::In_Game_Scene();
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current_scene = new scene::In_Game_Scene();
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case scene::Scenes::GAMEOVER:
|
||||||
|
current_scene = new scene::Game_Over_Scene();
|
||||||
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||||
break;
|
break;
|
||||||
@@ -137,4 +143,4 @@ static double UpdateDelta()
|
|||||||
double delt_time = current_time - last_frame_time;
|
double delt_time = current_time - last_frame_time;
|
||||||
last_frame_time = current_time;
|
last_frame_time = current_time;
|
||||||
return delt_time;
|
return delt_time;
|
||||||
}
|
}
|
||||||
@@ -121,5 +121,87 @@ namespace render_engine
|
|||||||
|
|
||||||
shader.Stop();
|
shader.Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
|
||||||
|
{
|
||||||
|
shader.Start();
|
||||||
|
|
||||||
|
// Enable the VAO and the positions VBO
|
||||||
|
glBindVertexArray(quad.vao_id);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// Enable alpha blending (for transparency in the texture)
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// Disable depth testing to textures with transparency can overlap
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Render each gui to the screen
|
||||||
|
for (std::shared_ptr<gui::GuiTexture> gui : guis)
|
||||||
|
{
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
|
||||||
|
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
|
||||||
|
{
|
||||||
|
shader.Start();
|
||||||
|
|
||||||
|
// Enable the VAO and the positions VBO
|
||||||
|
glBindVertexArray(quad.vao_id);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// Enable alpha blending (for transparency in the texture)
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// Disable depth testing to textures with transparency can overlap
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Render each gui to the screen
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -40,5 +40,22 @@ namespace render_engine
|
|||||||
@param shade: The shader the GUI textures need to be rendered with
|
@param shade: The shader the GUI textures need to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: renders guis elements from a shared pointer vector
|
||||||
|
*
|
||||||
|
* @param guis: List with GUI textures to render
|
||||||
|
* @param sahde: The shader to use
|
||||||
|
*/
|
||||||
|
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief renders 1 gui element.
|
||||||
|
*
|
||||||
|
* @param gui: the texture to render
|
||||||
|
* @param shader: the shader to use
|
||||||
|
*/
|
||||||
|
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
26
src/scenes/game_Over_Scene.h
Normal file
26
src/scenes/game_Over_Scene.h
Normal file
@@ -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;
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -21,16 +21,17 @@
|
|||||||
#include <opencv2/core/base.hpp>
|
#include <opencv2/core/base.hpp>
|
||||||
#include "../computervision/HandDetectRegion.h"
|
#include "../computervision/HandDetectRegion.h"
|
||||||
#include "../computervision/ObjectDetection.h"
|
#include "../computervision/ObjectDetection.h"
|
||||||
|
#include <string>
|
||||||
|
|
||||||
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||||
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
std::shared_ptr<entities::MainCharacter>main_character;
|
std::shared_ptr<entities::MainCharacter>main_character;
|
||||||
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||||
|
|
||||||
entities::HouseGenerator* house_generator;
|
entities::HouseGenerator* house_generator;
|
||||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||||
|
|
||||||
@@ -39,6 +40,7 @@ namespace scene
|
|||||||
shaders::EntityShader* shader;
|
shaders::EntityShader* shader;
|
||||||
shaders::GuiShader* gui_shader;
|
shaders::GuiShader* gui_shader;
|
||||||
std::vector<gui::GuiTexture*> guis;
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
|
||||||
|
|
||||||
int furniture_count_old;
|
int furniture_count_old;
|
||||||
int score;
|
int score;
|
||||||
@@ -60,7 +62,26 @@ namespace scene
|
|||||||
gui_shader = new shaders::GuiShader();
|
gui_shader = new shaders::GuiShader();
|
||||||
gui_shader->Init();
|
gui_shader->Init();
|
||||||
score = 0;
|
score = 0;
|
||||||
|
|
||||||
|
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(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
|
||||||
|
|
||||||
|
score_textures.push_back(score_pointer);
|
||||||
|
|
||||||
|
std::cout << "Add to score_pointer: " << texture_path << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::cout << "Size textures: " << score_textures.size() << std::endl;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* temporary!!!!
|
* temporary!!!!
|
||||||
* just to make some bounding boxes
|
* just to make some bounding boxes
|
||||||
@@ -109,16 +130,19 @@ namespace scene
|
|||||||
for (int i = 0; i < furniture_count; i++)
|
for (int i = 0; i < furniture_count; i++)
|
||||||
{
|
{
|
||||||
house_models.pop_front();
|
house_models.pop_front();
|
||||||
|
collision_entities.pop_back();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||||
|
|
||||||
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
std::deque<std::shared_ptr<entities::CollisionEntity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
||||||
furniture_count = furniture.size();
|
furniture_count = furniture.size();
|
||||||
|
|
||||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||||
|
collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
|
||||||
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||||
furniture_count_old = furniture_count - 1;
|
furniture_count_old = furniture_count - 1;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -130,7 +154,6 @@ namespace scene
|
|||||||
texture.shine_damper = 10;
|
texture.shine_damper = 10;
|
||||||
texture.reflectivity = 0;
|
texture.reflectivity = 0;
|
||||||
|
|
||||||
|
|
||||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||||
models::TexturedModel model_char = { raw_model_char, texture };
|
models::TexturedModel model_char = { raw_model_char, texture };
|
||||||
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||||
@@ -206,7 +229,6 @@ namespace scene
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
@@ -241,14 +263,19 @@ namespace scene
|
|||||||
|
|
||||||
// Stop rendering the entities
|
// Stop rendering the entities
|
||||||
shader->Stop();
|
shader->Stop();
|
||||||
|
|
||||||
|
DrawScore(score);
|
||||||
}
|
}
|
||||||
|
|
||||||
//updates certain variables
|
//updates certain variables
|
||||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
//camera.Move(window);
|
//camera.Move(window);
|
||||||
|
|
||||||
main_character->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";
|
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||||
camera->Follow(main_character->GetPosition());
|
camera->Follow(main_character->GetPosition());
|
||||||
@@ -263,12 +290,14 @@ namespace scene
|
|||||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||||
score += furniture_count_old;
|
score += furniture_count_old;
|
||||||
std::cout << "Score: " << score << std::endl;
|
std::cout << "Score: " << score << std::endl;
|
||||||
std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||||
}
|
}
|
||||||
// remember the position at which the new model was added
|
// remember the position at which the new model was added
|
||||||
last_model_pos = model_pos;
|
last_model_pos = model_pos;
|
||||||
|
|
||||||
|
std::cout << "amount of collision entities: " << collision_entities.size() << std::endl;
|
||||||
collision::CheckCollisions(collision_entities);
|
collision::CheckCollisions(collision_entities);
|
||||||
|
|
||||||
update_hand_detection();
|
update_hand_detection();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -320,4 +349,19 @@ namespace scene
|
|||||||
{
|
{
|
||||||
render_engine::renderer::Render(pause_guis, *gui_shader);
|
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void In_Game_Scene::DrawScore(int score)
|
||||||
|
{
|
||||||
|
std::vector<int> digits;
|
||||||
|
score_guis.clear();
|
||||||
|
|
||||||
|
toolbox::GetDigitsFromNumber(score, digits);
|
||||||
|
|
||||||
|
for (int i = digits.size()-1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
|
||||||
|
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,6 +11,9 @@
|
|||||||
#include "../renderEngine/renderer.h"
|
#include "../renderEngine/renderer.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
#include <opencv2/imgcodecs.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
@@ -54,6 +57,8 @@ namespace scene
|
|||||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||||
std::vector<gui::GuiTexture*> pause_guis;
|
std::vector<gui::GuiTexture*> pause_guis;
|
||||||
|
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief renders the objects/gui models
|
* @brief renders the objects/gui models
|
||||||
* @param
|
* @param
|
||||||
@@ -97,6 +102,13 @@ namespace scene
|
|||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
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);
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <ctime>
|
#include <ctime>
|
||||||
#include "toolbox.h"
|
#include "toolbox.h"
|
||||||
|
#include <iostream>
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||||
@@ -56,4 +56,12 @@ namespace toolbox
|
|||||||
}
|
}
|
||||||
return min + rand() % ((max + 1) - min);
|
return min + rand() % ((max + 1) - min);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
|
||||||
|
{
|
||||||
|
if (number >= 10)
|
||||||
|
GetDigitsFromNumber(number / 10, result_vector);
|
||||||
|
|
||||||
|
result_vector.push_back(number % 10);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
@@ -78,4 +79,13 @@ namespace toolbox
|
|||||||
* @return: The random number
|
* @return: The random number
|
||||||
*/
|
*/
|
||||||
int Random(const int min, const int max);
|
int Random(const int min, const int max);
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the separate digits from the number.
|
||||||
|
*
|
||||||
|
* @param number the number to get the digits from
|
||||||
|
* @param result_vector the vector to hold the individual digits.
|
||||||
|
*/
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,6 +24,7 @@
|
|||||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
<ClCompile Include="src\computervision\HandDetectRegion.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\scenes\in_Game_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<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" />
|
||||||
|
|||||||
@@ -24,6 +24,11 @@
|
|||||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||||
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
|
<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>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\entities\Camera.cpp">
|
<ClCompile Include="src\entities\Camera.cpp">
|
||||||
@@ -83,98 +88,8 @@
|
|||||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="src\computervision\MenuTest.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="src\scenes\scene.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="src\entities\house_generator.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\entities\Camera.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\entities\Entity.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\models\Model.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\renderEngine\Loader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\renderEngine\Renderer.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\stb_image.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\shaders\shader_program.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\renderEngine\obj_loader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\toolbox\toolbox.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\entities\light.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\shaders\entity_shader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\shaders\gui_shader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\gui\gui_element.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\gui\gui_interactable.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\scenes\scene.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\entities\collision_entity.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\collision\collision.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\collision\collision_handler.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\computervision\ObjectDetection.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\computervision\SkinDetector.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\computervision\FingerCount.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\toolbox\Timer.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\computervision\MenuTest.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\entities\house_generator.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\collision\collision.h" />
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
<ClInclude Include="src\collision\collision_handler.h" />
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
@@ -206,6 +121,35 @@
|
|||||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
|
<ClInclude Include="src\entities\main_character.h" />
|
||||||
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
|
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||||
|
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||||
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
|
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||||
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
|
<ClInclude Include="src\entities\light.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_element.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_interactable.h" />
|
||||||
|
<ClInclude Include="src\models\model.h" />
|
||||||
|
<ClInclude Include="src\renderEngine\loader.h" />
|
||||||
|
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||||
|
<ClInclude Include="src\renderEngine\renderer.h" />
|
||||||
|
<ClInclude Include="src\shaders\gui_shader.h" />
|
||||||
|
<ClInclude Include="src\shaders\shader_program.h" />
|
||||||
|
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||||
|
<ClInclude Include="src\stb_image.h" />
|
||||||
|
<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>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
|
|||||||
Reference in New Issue
Block a user