diff --git a/src/scenes/in_Game_Scene.cpp b/src/scenes/in_Game_Scene.cpp index c619122..d546762 100644 --- a/src/scenes/in_Game_Scene.cpp +++ b/src/scenes/in_Game_Scene.cpp @@ -41,7 +41,9 @@ namespace scene shaders::GuiShader* gui_shader; entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0)); std::vector guis; - + + int furniture_count_old; + int score; std::vector regions; computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150); @@ -54,6 +56,7 @@ namespace scene gui_shader = new shaders::GuiShader(); gui_shader->Init(); + score = 0; } /** * temporary!!!! @@ -82,6 +85,7 @@ namespace scene void load_chunk(int model_pos) { static unsigned int furniture_count = 0; + // set up squares according to size of camera input cv::Mat camera_frame; static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth @@ -91,7 +95,6 @@ namespace scene reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2); reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2); reg_up.SetYPos(10); - std::cout << "loading model chunk" << std::endl; if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count) { @@ -106,6 +109,8 @@ namespace scene furniture_count = furniture.size(); house_models.insert(house_models.end(), furniture.begin(), furniture.end()); + std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl; + furniture_count_old = furniture_count -1; } @@ -200,9 +205,13 @@ namespace scene if (last_model_pos != model_pos) { load_chunk(model_pos + UPCOMING_MODEL_AMOUNT); + score += furniture_count_old; + std::cout << "Score: " << score << std::endl; + std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl; } // remember the position at which the new model was added last_model_pos = model_pos; + collision::CheckCollisions(collision_entities); update_hand_detection(); }