public void controlState() { final Mat image = camera.getLastFrame(); final ComputerVisionSummary summaryOfImage = ComputerVisionSummary.produceFullSummary(image); final double wallThresholdDistance = 10; // if wall is close, and we are not currently avoiding walls, then avoid walls if ((summaryOfImage.getDistanceToBlueWall() <= wallThresholdDistance) && !(currentStateController.getStateMachineType() == StateMachineType.AVOID_WALLS && !currentStateController.isDone())) { avoidWalls(); } // else if see ball, and not currently collecting one, then collect ball else if ((summaryOfImage.isGreenBall() || summaryOfImage.isRedBall()) && !(currentStateController.getStateMachineType() == StateMachineType.COLLECT_GROUND_BALLS && !currentStateController.isDone())) { collectGroundBalls(); } // if see reactor and have green balls then score // if see interface wall and have red balls then score over wall // if see energy silo then collect ball }
@Override public void draw(Graphics g) { super.draw(g); if (Camera.isObjectVisible(getWorldRect())) { currentState.draw(g); } }
public void Draw() { mCamera.Set(); /*mShadowMaskObject.Begin(); { glPushAttrib(GL_COLOR_BUFFER_BIT); { mShadowMaskObject.Clear(); glPushMatrix(); { glLoadIdentity(); glColor3f(0, 0, 0); glBegin(GL_QUADS); { glVertex2f(0, 0); glVertex2f(mGameWindow.Width(), 0); glVertex2f(mGameWindow.Width(), mGameWindow.Height()); glVertex2f(0, mGameWindow.Height()); } glEnd(); } glPopMatrix(); } glPopAttrib(); } mShadowMaskObject.End();*/ CalculateLighting(); DrawScene(); // draw mask over scene to occlude shadows glPushMatrix(); { glLoadIdentity(); glColor4f(1, 1, 1, 1); Texture.Begin(); { mShadowMask.BindTexture(); mShadowMask.Draw(0, 0, 1, -1); } Texture.End(); } glPopMatrix(); }
public void Load() { mCamera = new Camera(GetGameWindow()); Light.Load(mGameWindow.Width(), mGameWindow.Height()); ComplexPolygon.Load(mGameWindow.Width(), mGameWindow.Height()); mShadowMask = new Texture(mGameWindow.Width(), mGameWindow.Height()); try { mShadowMaskObject = new FrameBufferObject(mShadowMask); } catch (Exception e) { e.printStackTrace(); } mCamera.ForceScaleFocus((mGameWindow.Width() / 1600.0f + mGameWindow.Height() / 900.0f) / 2); mAmbientLighting = 0.0f; }
public void CalculateLighting() { mShadowMaskObject.Begin(); { glPushAttrib(GL_COLOR_BUFFER_BIT); { mShadowMaskObject.Clear(); // additive blending glBlendFunc(GL_ONE, GL_ONE); // Draw lights: // ambient lighting glPushMatrix(); { glLoadIdentity(); glColor4f(1, 1, 1, mAmbientLighting); glBegin(GL_QUADS); { glVertex2f(0, 0); glVertex2f(mGameWindow.Width(), 0); glVertex2f(mGameWindow.Width(), mGameWindow.Height()); glVertex2f(0, mGameWindow.Height()); } glEnd(); } glPopMatrix(); Vector2 middleScreen = mCamera.ScreenToWorld( new Vector2(mGameWindow.Width(), mGameWindow.Height()).DividedBy(2)); Vector2 topLeft = mCamera.ScreenToWorld(new Vector2(0, 0)); Vector2 topRight = mCamera.ScreenToWorld(new Vector2(mGameWindow.Width(), 0)); Vector2 bottomRight = mCamera.ScreenToWorld(new Vector2(mGameWindow.Width(), mGameWindow.Height())); Vector2 bottomLeft = mCamera.ScreenToWorld(new Vector2(0, mGameWindow.Height())); SimplePolygon screen = new SimplePolygon(this, middleScreen); screen.AddVertexAbsolute(topLeft); screen.AddVertexAbsolute(topRight); screen.AddVertexAbsolute(bottomRight); screen.AddVertexAbsolute(bottomLeft); mLevel.DrawLights(screen); // blend lights with shadow: glPushMatrix(); { glLoadIdentity(); glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE_MINUS_DST_ALPHA, GL_ZERO); glColor3f(0, 0, 0); glBegin(GL_QUADS); { glVertex2f(0, 0); glVertex2f(mGameWindow.Width(), 0); glVertex2f(mGameWindow.Width(), mGameWindow.Height()); glVertex2f(0, mGameWindow.Height()); } glEnd(); } glPopMatrix(); } glPopAttrib(); } mShadowMaskObject.End(); }
public void Update(GameTime gameTime) { mCamera.Update(gameTime); }
public Unit(Vector2 worldPos) { this.worldPos = worldPos; screenPos = Camera.worldToScreen(worldPos); dest = worldPos; }