#include #include #include #include #include "game_Over_Scene.h" #include #include #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 guis_gameOver; computervision::ObjectDetection objDetect_gameOver; std::vector> score_textures_gameOver; float item_number_gameOver = 0; bool hand_mode_gameOver = false; Game_Over_Scene::Game_Over_Scene(int score) { shaders::EntityShader shader; shader.Init(); render_engine::renderer::Init(shader); shader.CleanUp(); gui_shader_gameOver = new shaders::GuiShader(); gui_shader_gameOver->Init(); for (int i = 0; i <= 9; i++) { std::shared_ptr score_pointer; std::string texture_path = "res/"; texture_path += std::to_string(i); texture_path += ".png"; score_pointer = std::make_unique(render_engine::loader::LoadTexture(texture_path), glm::vec2(0.0f, 0.2f), glm::vec2(0.07, 0.15)); score_textures_gameOver.push_back(score_pointer); } game_over_texture = std::make_unique(render_engine::loader::LoadTexture("res/game_over.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.50f, 0.50f)); end_score = score; } 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, -0.5f), 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); render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver); DrawScore(end_score); } /** * 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::STARTUP; cv::destroyWindow("camera"); } else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) { hand_mode_gameOver = !hand_mode_gameOver; } } void Game_Over_Scene::DrawScore(int score) { std::vector digits; score_guis_gameOver.clear(); toolbox::GetDigitsFromNumber(score, digits); for (int i = digits.size() - 1; i >= 0; i--) { score_textures_gameOver[digits[i]].get()->position.x = (0.15 * i - 0.05); render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver); } } }