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| init_message
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| conversation_hash
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7,427
|
now I want this ground platform to be collidable as the rest of random platform generated.: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class GroundPlatform extends Platform {
constructor(x, y, w, h) {
super(x, y, w, h);
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.groundPlatforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 0.5;
this.entities = [];
this.entitySpawnRate = 0.1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = 0.1;
this.groundYRange = {
min: this.canvas.height - 50,
max: this.canvas.height - 20,
};
this.holeSizeRange = {
min: 50,
max: 100,
};
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
for (let i = 0; i < this.canvas.width; i++) {
if (i % 100 == 0) {
let holeSize = Math.random() * (this.holeSizeRange.max - this.holeSizeRange.min) + this.holeSizeRange.min;
let x = i + holeSize / 2;
let w = this.canvas.width - x;
let h = this.groundYRange.max - this.groundYRange.min;
this.groundPlatforms.push(new GroundPlatform(x, this.groundYRange.min, w, h));
i += holeSize;
}
}
document.addEventListener("keydown", (evt) => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", (evt) => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const x = this.canvas.width;
const y = Math.random() * this.canvas.height;
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (
this.entities[i].projectiles[j].x > this.player.x &&
this.entities[i].projectiles[j].x < this.player.x + this.player.w &&
this.entities[i].projectiles[j].y > this.player.y &&
this.entities[i].projectiles[j].y < this.player.y + this.player.h
) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 20) {
this.createRandomPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += 0.001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + 0.001, 0.001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.groundPlatforms.length; i++) {
let p = this.groundPlatforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
if (this.player.y + this.player.h > this.groundYRange.max) {
this.player.y = this.groundYRange.max - this.player.h;
}
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
91dce29a4c40fe6f91d6ba4020cb3714
|
{
"intermediate": 0.31132566928863525,
"beginner": 0.4732394516468048,
"expert": 0.21543489396572113
}
|
7,428
|
This is my current ide code for gui highsum game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.run();
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
import Model.*;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
if (round == 1) {
r = this.view.getPlayerFollowOrNot(this.player, chipsToBet, round);
} else {
r = this.view.getPlayerFollowOrNot(this.player, chipsToBet, round);
if (r == 'q') {
playerQuit = true;
break;
}
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player, true);
this.dealer.dealCardTo(this.dealer, true);
}
this.dealer.dealCardTo(this.player, false);
this.dealer.dealCardTo(this.dealer, false);
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
package GUIExample;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import Model.*;
public class GameTableFrame extends JFrame{
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player)
{
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer,player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
run();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
add(gameTablePanel, BorderLayout.CENTER);
add(buttonsPanel, BorderLayout.SOUTH);
add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
pack();
setVisible(true);
}
public void run() {
for (int i = 0; i < 5; i++) {
dealer.dealCardTo(dealer);
dealer.dealCardTo(player);
gameTablePanel.repaint();
pause();
}
shufflingLabel.setVisible(false);
gameTablePanel.repaint();
}
private void pause() {
try{
Thread.sleep(500);
}catch(Exception e){}
}
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
private ImageIcon cardBackImage;
public GameTablePanel(Dealer dealer, Player player) {
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
cardBackImage = new ImageIcon("images/back.png");
this.dealer = dealer;
this.player = player;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
int x = 50;
int y = 70;
// Add the label "Dealer"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Dealer", x, y - 20);
int i = 0;
for (Card c : dealer.getCardsOnHand()) {
// Display dealer cards
if (i == 0) {
cardBackImage.paintIcon(this, g, x, y);
i++;
} else {
c.paintIcon(this, g, x, y);
}
x += 200;
}
// Display "Deck" label
g.drawString("Deck", x, y + 100);
// Display player cards
x = 50;
y = 550;
// Add the label "Player"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Player", x, y - 20);
for (Card c : player.getCardsOnHand()) {
c.paintIcon(this, g, x, y);
x += 200;
}
// Display "Chips on the table:"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table:", x - 950, y - 250);
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for(int i=0;i<player.getCardsOnHand().size();i++) {
if(i==0) {
System.out.print("<HIDDEN CARD> ");
}else {
System.out.print(player.getCardsOnHand().get(i).toString()+" ");
}
}
}else {
for(Card card:player.getCardsOnHand()) {
System.out.print(card+" ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}
"
These are the game logic and rules to follow:
"Game Start
The game starts with the dealer shuffles the deck of cards.
The dealer will deal (distribute) the cards to the players.
The dealer make two passes so that the players and the dealer have two cards each.
Two passes means that the dealer must distribute the cards in such a way that, the first card belongs to the player, the second card belongs to the dealer, the third card belongs to the player and the fourth card belows to the dealer.
Round 1
The first card of the dealer and player are both hidden, that is face down.
The dealer and player can view their own hidden first card.
The second card is visible to both the dealer and player.
The player with the highest second visible card will make a “call” by stating the amount to bet.
The other player will need to place the same amount of bet.
Both the bet amount from dealer and player will be placed on the table.
The dealer is not allowed to quit the game.
Round 2
The dealer make one pass.
Dealer and player each have 3 cards now.
The player with the highest third visible card will make a “call” by stating the amount to bet.
The other player will need to place the same amount of bet or choose to quit the current game.
Dearler is not allowed to quit the game.
If the human player choose to quit at this round, all the chips on the table belongs to the dealer and the current game ends here.
Both the bet amount from dealer and player will be placed on the table.
The dealer is not allowed to quit the game.
Round 3
Similar to round 2.
Round 4
Similar to round 2 plus the following rule:
Each player compares the values of cards hold by other players at the end of each game to determine the winner. The player with the highest accumulate values win the game.
The winner gets all the bet on the table.
Next Game
All the cards on the table are shuffled and placed at the end of the deck.
The game will start again unless the player choose to leave the game.
Please note that the above game description is a simplified version of the real game and there are also many different versions in different countries. The specifications given in this document are more than sufficient for you to complete this assignment. If you have doubts on the game logic, please feel free to clarify with your tutor. Do take note that the emphasis of this assignment is to implement the game logic using Object-oriented programming."
there are errors : "Description Resource Path Location Type
chipsToBet cannot be resolved to a variable HighSum.java /A3Skeleton/src line 72 Java Problem
chipsToBet cannot be resolved to a variable HighSum.java /A3Skeleton/src line 74 Java Problem
playerQuit cannot be resolved to a variable GameController.java /A3Skeleton/src/Controller line 21 Java Problem
The method dealCardTo(Player) in the type Dealer is not applicable for the arguments (Dealer, boolean) GameController.java /A3Skeleton/src/Controller line 58 Java Problem
The method dealCardTo(Player) in the type Dealer is not applicable for the arguments (Dealer, boolean) GameController.java /A3Skeleton/src/Controller line 61 Java Problem
The method dealCardTo(Player) in the type Dealer is not applicable for the arguments (Player, boolean) GameController.java /A3Skeleton/src/Controller line 57 Java Problem
The method dealCardTo(Player) in the type Dealer is not applicable for the arguments (Player, boolean) GameController.java /A3Skeleton/src/Controller line 60 Java Problem
"
|
a1da86c5865148ae67d3c4a0eba3ee94
|
{
"intermediate": 0.2949845790863037,
"beginner": 0.5130499601364136,
"expert": 0.19196540117263794
}
|
7,429
|
#include <stdio.h>
#include <stdlib.h>
#include <pthread.h>
#include <time.h>
typedef enum { BEAR, BIRD, PANDA} AnimalType;
typedef enum { ALIVE, DEAD } AnimalStatus;
typedef struct {
int x;
int y;
} Location;
typedef enum { FEEDING, NESTING, WINTERING } SiteType;
typedef struct {
/** animal can be DEAD or ALIVE*/
AnimalStatus status;
/** animal type, bear, bird, panda*/
AnimalType type;
/** its location in 2D site grid*/
Location location;
} Animal;
/*example usage*/
Animal bird, bear, panda;
/** type of Hunter*/
typedef struct {
/** points indicate the number of animals, a hunter killed*/
int points;
/** its location in the site grid*/
Location location;
} Hunter;
/** type of a site (a cell in the grid)*/
typedef struct {
/** array of pointers to the hunters located at this site*/
Hunter **hunters;
/** the number of hunters at this site*/
int nhunters;
/** array of pointers to the animals located at this site*/
Animal **animals;
/** the number of animals at this site*/
int nanimals;
/** the type of site*/
SiteType type;
} Site;
/** 2D site grid*/
typedef struct {
/** number of rows, length at the x-coordinate*/
int xlength;
/** number of columns, length at the y-coordinate*/
int ylength;
/** the 2d site array*/
Site **sites;
} Grid;
/* initial grid, empty*/
Grid grid = {0, 0, NULL};
/**
* @brief initialize grid with random site types
* @param xlength
* @param ylength
* @return Grid
*/
Grid initgrid(int xlength, int ylength) {
grid.xlength = xlength;
grid.ylength = ylength;
grid.sites = (Site **)malloc(sizeof(Site *) * xlength);
for (int i = 0; i < xlength; i++) {
grid.sites[i] = (Site *)malloc(sizeof(Site) * ylength);
for (int j = 0; j < ylength; j++) {
grid.sites[i][j].animals = NULL;
grid.sites[i][j].hunters = NULL;
grid.sites[i][j].nhunters = 0;
grid.sites[i][j].nanimals = 0;
double r = rand() / (double)RAND_MAX;
SiteType st;
if (r < 0.33)
st = WINTERING;
else if (r < 0.66)
st = FEEDING;
else
st = NESTING;
grid.sites[i][j].type = st;
}
}
return grid;
}
/**
* @brief
*
*/
void deletegrid() {
for (int i = 0; i < grid.xlength; i++) {
free(grid.sites[i]);
}
free(grid.sites);
grid.sites = NULL;
grid.xlength = -1;
grid.ylength = -1;
}
/**
* @brief prints the number animals and hunters in each site
* of a given grid
* @param grid
*/
void printgrid() {
for (int i = 0; i < grid.xlength; i++) {
for (int j = 0; j < grid.ylength; j++) {
Site *site = &grid.sites[i][j];
int count[3] = {0}; /* do not forget to initialize*/
for (int a = 0; a < site->nanimals; a++) {
Animal *animal = site->animals[a];
count[animal->type]++;
}
printf("|%d-{%d, %d, %d}{%d}|", site->type, count[0], count[1],
count[2], site->nhunters);
}
printf("\n");
}
}
/**
* @brief prints the info of a given site
*
*/
void printsite(Site *site) {//bu üstteki kısmın aynısı gibi//GPTDE BUNU DA YAZMAMIŞ AQ
int count[3] = {0}; /* do not forget to initialize*/
for (int a = 0; a < site->nanimals; a++) {
Animal *animal = site->animals[a];
count[animal->type]++;
}
printf("|%d-{%d,%d,%d}{%d}|", site->type, count[0], count[1], count[2],
site->nhunters);
}
/*
=============================================================
TODO: you need to complete following three functions
DO NOT CHANGE ANY OF THE FUNCTION NAME OR TYPES
=============================================================
*/
void move(Animal *animal, Site *site){
srand(time(0));
int dx=rand() %3 - 1 ;//-1 0 1
int dy=rand() %3 - 1 ;
animal->location.x += dx;
animal->location.y += dy;
if (animal->location.x < 0) animal->location.x = 0;
if (animal->location.y < 0) animal->location.y = 0;
if (animal->location.x >= grid.xlength) animal->location.x = grid.xlength - 1;
if (animal->location.y >= grid.ylength) animal->location.y = grid.ylength - 1;
return ???//
}
/**
* @brief it moves a given hunter or animal
* randomly in the grid
* @param args is an animalarray
* @return void*
*/
void *simulateanimal(void *args) {
/*TODO: complete this function:
get animal type,
check if animal dies,
then chose random direction and move
make sure to update site.animals
then sleep
*/
Animal *animal = (Animal *)args;
srand(time(0));
animal->location.x = rand() % grid.xlength;
animal->location.y = rand() % grid.ylength;
while (1) {
// Check if the animal is dead
if (animal->status == DEAD) {
// Free resources and terminate the thread
pthread_exit(NULL);
}
Site *site = &grid.sites[animal->location.x][animal->location.y];
// Animal behavior based on the site type
switch (site->type) {
case NESTING:
// Populate 1 of its kind at that site and move to a neighboring random location
// if (site->nanimals < site->capacity) {//BI KAPASITE VAR MI Kİ YOKMUŞ O YÜZDEN IFSIZCE YAPILIR
// Create a new animal of the same type
Animal *new_animal = (Animal *)malloc(sizeof(Animal));
// Animal *new_animal = createanimal(animal->type, animal->location.x, animal->location.y);
*new_animal = *animal;
new_animal->location = animal->location;
site->animals[site->nanimals++] = new_animal;//CREATE ANIMAL DIYE FONK MU VAR AMK
pthread_t animal_threads[num_animals+1];
pthread_create(&animal_threads[num_animals+1], NULL, simulateanimal, (void *)new_animal);
// }
// Move to a neighboring random location
move(animal, site);
break;
case WINTERING:
// Die with 0.5 probability or live and move to a neighboring random location
if (rand() % 2 == 0) {
// Die
animal->status = DEAD;
} else {
// Move to a neighboring random location
move(animal, site);
}
break;
case FEEDING:
// Stay with 0.8 probability or move to a neighboring random location
if (rand() % 10 < 2) {
// Move to a neighboring random location
move(animal, site);//BU NEYI RETURN EDER
}
break;
}
// Sleep for 1 millisecond
sleep(0.001);
}
return NULL;
}
/**
* @brief simulates the moving of a hunter
*
* @param args
* @return void*
*/
void *simulatehunter(void *args) {
/*TODO: get random position and move,
then kill all the animals in this site,
increase count,
then sleep*/
Hunter *hunter = (Hunter *)args;
srand(time(0));
hunter->location.x= rand() % grid.xlength;
hunter->location.y= rand() % grid.ylength;
while (1) {
// Get a random position and move
srand(time(0));
int newX = rand() %3 - 1 ;//-1 0 1
int newY=rand() %3 - 1 ;
// Update the hunter's location
hunter->location.x += newX;
hunter->location.y += newY;
if (hunter->location.x < 0) hunter->location.x = 0;
if (hunter->location.y < 0) hunter->location.y = 0;
if (hunter->location.x >= grid.xlength) hunter->location.x = grid.xlength - 1;
if (hunter->location.y >= grid.ylength) hunter->location.y = grid.ylength - 1;
// Kill all the animals in the site and increase the count
Site *site = &grid.sites[hunter->location.x][hunter->location.y];
for (int i = 0; i < site->nanimals; i++) {
site->animals[i]->status = DEAD;
hunter->points++;
}
// Sleep for 1 millisecond
sleep(0.001);//1 milisaniye
}
return NULL;
}
/**
* the main function for the simulation
*/
int main(int argc, char *argv[]) {
/*TODO argv[1] is the number of hunters*/
if (argc != 2) {
printf("Hata:Mesela ./main 2 şeklinde yazmanız gerekir. \n", argv[0]);
return 1;
}
int num_hunters = atoi(argv[1]);//BU KISIM YERINE 4 VS GIREREK DENENEBILIR SORUNSA
int num_animals=3;
initgrid(5, 5);
/*TODO: init threads for each animal, and hunters,
the program should end after 1 second
*/
Animal animals[] = {bird, bear, panda};//BUNU YAZMAK GEREKSIZ BENCE
Hunter hunters[num_hunters];
pthread_t animal_threads[num_animals];
for (int i = 0; i < num_animals; i++) {
pthread_create(&animal_threads[i], NULL, simulateanimal, (void *)&animals[i]);
}
pthread_t hunter_threads[num_hunters];
for (int i = 0; i < num_hunters i++) {
pthread_create(&hunter_threads[i], NULL, simulatehunter, (void *)&hunters[i]);
}
for (int i = 0; i < num_animals; i++) {
pthread_join(animal_threads[i], NULL);
}
for (int i = 0; i < num_hunters; i++) {
pthread_join(hunter_threads[i], NULL);
}
//BURDA 1 SN USLEEP DEMIŞ AMA BILMIYOM BUNU DÖNGÜLETMEK GEREKEBILIR
printgrid();
deletegrid();
}
What are the mistakes in this code
|
27bb3ce70db4fbd8ea5edaa95ece43fc
|
{
"intermediate": 0.413550466299057,
"beginner": 0.4041331708431244,
"expert": 0.18231633305549622
}
|
7,430
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This is my current ide code for gui highsum game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.run();
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
import Model.*;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
package GUIExample;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import Model.*;
public class GameTableFrame extends JFrame{
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player)
{
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer,player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
run();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
add(gameTablePanel, BorderLayout.CENTER);
add(buttonsPanel, BorderLayout.SOUTH);
add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
pack();
setVisible(true);
}
public void run() {
for (int i = 0; i < 5; i++) {
dealer.dealCardTo(dealer);
dealer.dealCardTo(player);
gameTablePanel.repaint();
pause();
}
shufflingLabel.setVisible(false);
gameTablePanel.repaint();
}
private void pause() {
try{
Thread.sleep(500);
}catch(Exception e){}
}
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
private ImageIcon cardBackImage;
public GameTablePanel(Dealer dealer, Player player) {
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
cardBackImage = new ImageIcon("images/back.png");
this.dealer = dealer;
this.player = player;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
int x = 50;
int y = 70;
// Add the label "Dealer"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Dealer", x, y - 20);
int i = 0;
for (Card c : dealer.getCardsOnHand()) {
// Display dealer cards
if (i == 0) {
cardBackImage.paintIcon(this, g, x, y);
i++;
} else {
c.paintIcon(this, g, x, y);
}
x += 200;
}
// Display "Deck" label
g.drawString("Deck", x, y + 100);
// Display player cards
x = 50;
y = 550;
// Add the label "Player"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Player", x, y - 20);
for (Card c : player.getCardsOnHand()) {
c.paintIcon(this, g, x, y);
x += 200;
}
// Display "Chips on the table:"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table:", x - 950, y - 250);
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for(int i=0;i<player.getCardsOnHand().size();i++) {
if(i==0) {
System.out.print("<HIDDEN CARD> ");
}else {
System.out.print(player.getCardsOnHand().get(i).toString()+" ");
}
}
}else {
for(Card card:player.getCardsOnHand()) {
System.out.print(card+" ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}
"
These are the requirements:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API "Swing" and "AWT" packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application "HighSum" done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game."
These are the game logic and rules to follow:
"Game Start
The game starts with the dealer shuffles the deck of cards.
The dealer will deal (distribute) the cards to the players.
The dealer make two passes so that the players and the dealer have two cards each.
Two passes means that the dealer must distribute the cards in such a way that, the first card belongs to the player, the second card belongs to the dealer, the third card belongs to the player and the fourth card belows to the dealer.
Round 1
The first card of the dealer and player are both hidden, that is face down.
The dealer and player can view their own hidden first card.
The second card is visible to both the dealer and player.
The player with the highest second visible card will make a “call” by stating the amount to bet.
The other player will need to place the same amount of bet.
Both the bet amount from dealer and player will be placed on the table.
The dealer is not allowed to quit the game.
Round 2
The dealer make one pass.
Dealer and player each have 3 cards now.
The player with the highest third visible card will make a “call” by stating the amount to bet.
The other player will need to place the same amount of bet or choose to quit the current game.
Dearler is not allowed to quit the game.
If the human player choose to quit at this round, all the chips on the table belongs to the dealer and the current game ends here.
Both the bet amount from dealer and player will be placed on the table.
The dealer is not allowed to quit the game.
Round 3
Similar to round 2.
Round 4
Similar to round 2 plus the following rule:
Each player compares the values of cards hold by other players at the end of each game to determine the winner. The player with the highest accumulate values win the game.
The winner gets all the bet on the table.
Next Game
All the cards on the table are shuffled and placed at the end of the deck.
The game will start again unless the player choose to leave the game.
Please note that the above game description is a simplified version of the real game and there are also many different versions in different countries. The specifications given in this document are more than sufficient for you to complete this assignment. If you have doubts on the game logic, please feel free to clarify with your tutor. Do take note that the emphasis of this assignment is to implement the game logic using Object-oriented programming."
Edit the code so that the dealer's first dealt card is hidden face down.
|
a0f0f629531e743bad0d4b3eada9cd69
|
{
"intermediate": 0.2949845790863037,
"beginner": 0.5130499601364136,
"expert": 0.19196540117263794
}
|
7,431
|
effective connectivity in numerical working memory task refrences.
|
4435278900f56eb6bdb0a1c8fe00d95e
|
{
"intermediate": 0.31974005699157715,
"beginner": 0.20229177176952362,
"expert": 0.47796815633773804
}
|
7,432
|
how to make this ground platform initial starting position to be drawn from the beginning of execution on whole canvas width? also, add player spawn position at left-top corner.: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class GroundPlatform extends Platform {
constructor(x, y, w, h) {
super(x, y, w, h);
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 2;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const groundHeight = 5;
const x = this.canvas.width;
const y = Math.random() * (this.canvas.height - 10 * groundHeight);
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = this.canvas.width;
const y = this.canvas.height - 50;
const w = 100 + Math.random() * 50;
const h = 20;
this.platforms.push(new Platform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 100) {
this.createRandomPlatform();
this.createGroundPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
4a1142302dccaf0c4effd7bc9bde6ebe
|
{
"intermediate": 0.408431738615036,
"beginner": 0.41773349046707153,
"expert": 0.17383478581905365
}
|
7,433
|
FSL script for FLIRT for 7 different input volumes for a transformation matrix and reference volume
|
8708153496376e0778e272a5709b97dc
|
{
"intermediate": 0.24592795968055725,
"beginner": 0.16000747680664062,
"expert": 0.5940645933151245
}
|
7,434
|
how to make this ground platform initial starting position to be drawn from the beginning of execution on whole canvas width? also, add player spawn position at left-top corner.: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class GroundPlatform extends Platform {
constructor(x, y, w, h) {
super(x, y, w, h);
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 2;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const groundHeight = 5;
const x = this.canvas.width;
const y = Math.random() * (this.canvas.height - 10 * groundHeight);
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = this.canvas.width;
const y = this.canvas.height - 50;
const w = 100 + Math.random() * 50;
const h = 20;
this.platforms.push(new Platform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 100) {
this.createRandomPlatform();
this.createGroundPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
4bee178912ab456e807a20034ef1dbf7
|
{
"intermediate": 0.408431738615036,
"beginner": 0.41773349046707153,
"expert": 0.17383478581905365
}
|
7,435
|
hello
|
94a42682d11ea989de6457a7801c9a2a
|
{
"intermediate": 0.32064199447631836,
"beginner": 0.28176039457321167,
"expert": 0.39759764075279236
}
|
7,436
|
how to make this ground platform initial starting position to be drawn from the beginning of execution on whole canvas width? also, add player spawn position at left-top corner.: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class GroundPlatform extends Platform {
constructor(x, y, w, h) {
super(x, y, w, h);
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 2;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const groundHeight = 5;
const x = this.canvas.width;
const y = Math.random() * (this.canvas.height - 10 * groundHeight);
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = this.canvas.width;
const y = this.canvas.height - 50;
const w = 100 + Math.random() * 50;
const h = 20;
this.platforms.push(new Platform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 100) {
this.createRandomPlatform();
this.createGroundPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
ee6e29a117af89c6fdcf7d5c1a24476a
|
{
"intermediate": 0.408431738615036,
"beginner": 0.41773349046707153,
"expert": 0.17383478581905365
}
|
7,437
|
how to make this ground platform initial starting position to be drawn from the beginning of execution on whole canvas width? also, add player spawn position at left-top corner.: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class GroundPlatform extends Platform {
constructor(x, y, w, h) {
super(x, y, w, h);
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 2;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const groundHeight = 5;
const x = this.canvas.width;
const y = Math.random() * (this.canvas.height - 10 * groundHeight);
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = this.canvas.width;
const y = this.canvas.height - 50;
const w = 100 + Math.random() * 50;
const h = 20;
this.platforms.push(new Platform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 100) {
this.createRandomPlatform();
this.createGroundPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
bb2c88c2fde3a97e1f1eda5b9315be75
|
{
"intermediate": 0.408431738615036,
"beginner": 0.41773349046707153,
"expert": 0.17383478581905365
}
|
7,438
|
I am trying to write a vba code that does the following.
From a goole sheet named 'Current Jobs' that is already open in my chrome browser on my PC, copy columns A:J.
From the different workbooks open on my PC, activate the Excel workbook 'Premises Requests'.
Paste the columns copied from the goole sheet 'Current Jobs', into the excel workbook sheet 'Paste' of the activated workbook 'Premises Request'
I have this code but I am getting multiple errors:
Sub CopyGoogleSheetToExcel()
'Declare variables
Dim sourceSheet As Worksheet
Dim targetSheet As Worksheet
Dim chromeWindow As Object 'late binding for Chrome window
Dim excelApp As Object 'late binding for Excel application
'Get the Chrome window with the Google Sheet
For Each chromeWindow In GetObject("winmgmts:").ExecQuery("Select * from Win32_Process where Name='chrome.exe'")
If InStr(chromeWindow.CommandLine, "Current Jobs") > 0 Then 'change 'Current Jobs' to the name of your Google Sheet
'Activate the Chrome tab with the Google Sheet
AppActivate chromeWindow.ProcessId
Exit For
End If
Next
'Get the Excel application with the Premises Requests workbook
For Each excelApp In GetObject("winmgmts:").ExecQuery("Select * from Win32_Process where Name='EXCEL.EXE'")
If Not Excel.Application Is Nothing Then
If Excel.Application.Workbooks.count > 0 Then
Dim x As Integer
For x = 1 To excelApp.Workbooks.count
If InStr(excelApp.Workbooks.Item(x).Name, "Premises Requests") > 0 Then
excelApp.Workbooks.Item(x).Activate
'excelApp.Workbooks("Premises Requests").Activate
Exit For
End If
Next
'Get the "Current Jobs" sheet from the Google Sheet
Set sourceSheet = ActiveWorkbook.Worksheets("Current Jobs")
'Select the columns to copy and copy the selection
With sourceSheet
.Range("A:J").Select
Selection.Copy
End With
'Get the "Paste" sheet from the Premises Requests Excel workbook
Set targetSheet = excelApp.ActiveWorkbook.Worksheets("Paste")
'Select the starting cell where you want to paste the data - adjust as per your requirement
targetSheet.Range("A1").Select
'Paste the copied data in the same columns A to J of 'Paste' worksheet
targetSheet.PasteSpecial
'Save the changes made to the workbook
excelApp.ActiveWorkbook.Save
'Close the Google Chrome tab with the Google Sheet
AppActivate chromeWindow.ProcessId
SendKeys "^w", True
End If
End If
Next
End Sub
|
182008dfb2536d025545597f32d4804a
|
{
"intermediate": 0.3744121491909027,
"beginner": 0.4424434006214142,
"expert": 0.1831444501876831
}
|
7,439
|
C# entity farmeword template func GetTableList
|
73de0c7db4f1584d31152f0ed17b6879
|
{
"intermediate": 0.3689593970775604,
"beginner": 0.4181520640850067,
"expert": 0.21288847923278809
}
|
7,440
|
how to adjust spaceness between random platform generated now?: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class GroundPlatform extends Platform {
constructor(y, w, h) {
super(0, y, w, h);
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 2;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
this.createGroundPlatform();
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const groundHeight = 5;
const x = this.canvas.width;
const y = Math.random() * (this.canvas.height - 10 * groundHeight);
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = 0;
const y = this.canvas.height - 10;
const w = this.canvas.width;
const h = 20;
this.platforms.push(new GroundPlatform(y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 100) {
this.createRandomPlatform();
this.createGroundPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
8af37581eb8e284f6dbd10ab7eda8ee1
|
{
"intermediate": 0.30238911509513855,
"beginner": 0.414675772190094,
"expert": 0.28293511271476746
}
|
7,441
|
c# entity framework template func List<T> GetTableList<T>(string name_table)
|
58ea8402dc5c58ed1d03bd9f803cd344
|
{
"intermediate": 0.4058568775653839,
"beginner": 0.40998575091362,
"expert": 0.18415731191635132
}
|
7,442
|
self-attention module that tensorflow can invoke
|
9be6d01cde1a661d0a0703cb9921dbac
|
{
"intermediate": 0.37300190329551697,
"beginner": 0.23564793169498444,
"expert": 0.391350120306015
}
|
7,443
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I am getting an error in the Texture::Cleanup method saying "A heap has been corrupted". There could be and issue of shared ownership of resources between the Terrain, Material and GameObject classes, which may be resolved by using std::shared_ptr. Can you show me how to modify the code to use std::shared_ptr for the relevant objects?
|
09ce35d89ccbf35d48686b066e8dc0fd
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,444
|
how to adjust spaceness between random platform generated now?: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class GroundPlatform extends Platform {
constructor(y, w, h) {
super(0, y, w, h);
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 2;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
this.createGroundPlatform();
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const groundHeight = 5;
const x = this.canvas.width;
const y = Math.random() * (this.canvas.height - 10 * groundHeight);
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = 0;
const y = this.canvas.height - 10;
const w = this.canvas.width;
const h = 20;
this.platforms.push(new GroundPlatform(y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 100) {
this.createRandomPlatform();
this.createGroundPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
73e38c54e1407f47099965df43be7253
|
{
"intermediate": 0.30238911509513855,
"beginner": 0.414675772190094,
"expert": 0.28293511271476746
}
|
7,445
|
This is my current ide code for gui highsum game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.run();
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
import Model.*;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
package GUIExample;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import Model.*;
public class GameTableFrame extends JFrame{
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player)
{
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer,player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
run();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
add(gameTablePanel, BorderLayout.CENTER);
add(buttonsPanel, BorderLayout.SOUTH);
add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
pack();
setVisible(true);
}
public void run() {
for (int i = 0; i < 5; i++) {
dealer.dealCardTo(dealer);
dealer.dealCardTo(player);
gameTablePanel.repaint();
pause();
}
shufflingLabel.setVisible(false);
gameTablePanel.repaint();
}
private void pause() {
try{
Thread.sleep(500);
}catch(Exception e){}
}
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
private ImageIcon cardBackImage;
public GameTablePanel(Dealer dealer, Player player) {
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
cardBackImage = new ImageIcon("images/back.png");
this.dealer = dealer;
this.player = player;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
int x = 50;
int y = 70;
// Add the label "Dealer"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Dealer", x, y - 20);
int i = 0;
for (Card c : dealer.getCardsOnHand()) {
// Display dealer cards
if (i == 0) {
cardBackImage.paintIcon(this, g, x, y);
i++;
} else {
c.paintIcon(this, g, x, y);
}
x += 200;
}
// Display "Deck" label
g.drawString("Deck", x, y + 100);
// Display player cards
x = 50;
y = 550;
// Add the label "Player"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Player", x, y - 20);
for (Card c : player.getCardsOnHand()) {
c.paintIcon(this, g, x, y);
x += 200;
}
// Display "Chips on the table:"
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table:", x - 950, y - 250);
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for (int i = 0; i < player.getCardsOnHand().size(); i++) {
if (i == 0) {
System.out.print("<HIDDEN CARD> ");
} else {
System.out.print(player.getCardsOnHand().get(i).toString() + " ");
}
}
} else {
for (Card card : player.getCardsOnHand()) {
System.out.print(card + " ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}
"
These are the requirements:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API "Swing" and "AWT" packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application "HighSum" done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game."
These are the game logic and rules to follow:
"Game Start
The game starts with the dealer shuffles the deck of cards.
The dealer will deal (distribute) the cards to the players.
The dealer make two passes so that the players and the dealer have two cards each.
Two passes means that the dealer must distribute the cards in such a way that, the first card belongs to the player, the second card belongs to the dealer, the third card belongs to the player and the fourth card belows to the dealer.
Round 1
The first card of the dealer and player are both hidden, that is face down.
The dealer and player can view their own hidden first card.
The second card is visible to both the dealer and player.
The player with the highest second visible card will make a “call” by stating the amount to bet.
The other player will need to place the same amount of bet.
Both the bet amount from dealer and player will be placed on the table.
The dealer is not allowed to quit the game.
Round 2
The dealer make one pass.
Dealer and player each have 3 cards now.
The player with the highest third visible card will make a “call” by stating the amount to bet.
The other player will need to place the same amount of bet or choose to quit the current game.
Dearler is not allowed to quit the game.
If the human player choose to quit at this round, all the chips on the table belongs to the dealer and the current game ends here.
Both the bet amount from dealer and player will be placed on the table.
The dealer is not allowed to quit the game.
Round 3
Similar to round 2.
Round 4
Similar to round 2 plus the following rule:
Each player compares the values of cards hold by other players at the end of each game to determine the winner. The player with the highest accumulate values win the game.
The winner gets all the bet on the table.
Next Game
All the cards on the table are shuffled and placed at the end of the deck.
The game will start again unless the player choose to leave the game.
Please note that the above game description is a simplified version of the real game and there are also many different versions in different countries. The specifications given in this document are more than sufficient for you to complete this assignment. If you have doubts on the game logic, please feel free to clarify with your tutor. Do take note that the emphasis of this assignment is to implement the game logic using Object-oriented programming."
Edit the code so that when highsum class is run in the ide, there is a gui program which the rules of the game are put in place and the sequence.
|
587ab55dc2a32e914f5b16f429b4a097
|
{
"intermediate": 0.2949845790863037,
"beginner": 0.5130499601364136,
"expert": 0.19196540117263794
}
|
7,446
|
for this problem : People in Cubeland use cubic coins. Not only the unit of currency is
called a cube but also the coins are shaped like cubes and their values
are cubes. Coins with values of all cubic numbers up to 9261(= 213),
i.e., coins with the denominations of 1, 8, 27, . . ., up to 9261 cubes,
are available in Cubeland.
Your task is to count the number of ways to pay a given amount
using cubic coins of Cubeland. For example, there are 3 ways to pay
21 cubes: twenty one 1 cube coins, or one 8 cube coin and thirteen 1
cube coins, or two 8 cube coin and five 1 cube coins.
Input
Input consists of lines each containing an integer amount to be paid. You may assume that all the
amounts are positive and less than 10000.
Output
For each of the given amounts to be paid output one line containing a single integer representing the
number of ways to pay the given amount using the coins available in Cubeland. i have designed an recursive algorithm that is this below please calculate them time and space complexity of it provide me a memoized recursive version and iteratie version of it Algorithm countwayslamount, coinindex, coins[]):
if (amount == 0):
return 1
if (amount < o or coin_index >= length (coins[])):
return 0
use = countways(amount-coins[coinindex], coinindex, coins[])
skip = countwayslamount, coin_index + 1, coins[])
return use+ skip
|
53c2cd01533def421ef889e24bfa5ea1
|
{
"intermediate": 0.26180118322372437,
"beginner": 0.2773344814777374,
"expert": 0.460864394903183
}
|
7,447
|
write a code in html and creat a Horizontal icons bar for website
|
1f97dd865ed065cb14b59e49d623539f
|
{
"intermediate": 0.3895936906337738,
"beginner": 0.2464582473039627,
"expert": 0.36394810676574707
}
|
7,448
|
вот этот код выдает результат в две строчки а ндо чтобы он скливал в 1
import re
import pyperclip
import time
service_pattern = re.compile(r"📜 Услуга: (.*?)\n")
price_pattern = re.compile(r"💸 Цена за 1000: (.*?)\n")
while True:
text = pyperclip.paste()
service_match = re.search(service_pattern, text)
price_match = re.search(price_pattern, text)
if service_match and price_match:
service_description = service_match.group(1)
price = price_match.group(1)
result = f"{service_description} - Цена за 1000: {price}"
result = result.replace("\n", "")
pyperclip.copy(result)
print("Результат скопирован в буфер обмена:")
print(result)
else:
print("Текст не соответствует ожидаемому формату.")
# Пауза между итерациями, чтобы не перегружать процессор
time.sleep(1)
|
eb6ae624617ff6c5e4db585aa7b70183
|
{
"intermediate": 0.2870742380619049,
"beginner": 0.4807407855987549,
"expert": 0.23218491673469543
}
|
7,449
|
how to adjust spaceness between random platform generated now?: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class GroundPlatform extends Platform {
constructor(y, w, h) {
super(0, y, w, h);
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 2;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
this.createGroundPlatform();
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const groundHeight = 5;
const x = this.canvas.width;
const y = Math.random() * (this.canvas.height - 10 * groundHeight);
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = 0;
const y = this.canvas.height - 10;
const w = this.canvas.width;
const h = 20;
this.platforms.push(new GroundPlatform(y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 100) {
this.createRandomPlatform();
this.createGroundPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
f4974a71cf6a77163adf616d2c84602c
|
{
"intermediate": 0.30238911509513855,
"beginner": 0.414675772190094,
"expert": 0.28293511271476746
}
|
7,450
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I am getting an error in the Texture::Cleanup method saying "A heap has been corrupted". There could be and issue of shared ownership of resources between the Terrain, Material and GameObject classes, which may be resolved by using std::shared_ptr. Can you show me how to modify the code to use std::shared_ptr for the relevant objects?
|
d2e2774563966b4dcd2811cfbeda2336
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,451
|
Выводит "ɪɢ ⭐ Реальные быстрые подписчики ⟮ ♻ ʀ 150 ⟯
- Цена за 1000: 330.50 ₽"
а надо
"ɪɢ ⭐ Реальные быстрые подписчики ⟮ ♻ ʀ 150 ⟯ - Цена за 1000: 330.50 ₽"
import re
import pyperclip
import time
service_pattern = re.compile(r"📜 Услуга: (.*)\n")
price_pattern = re.compile(r"💸 Цена за 1000: (.*)\n")
while True:
text = pyperclip.paste()
service_match = re.search(service_pattern, text)
price_match = re.search(price_pattern, text)
if service_match and price_match:
service_description = service_match.group(1)
price = price_match.group(1)
result = f"{service_description} - Цена за 1000: {price}"
pyperclip.copy(result)
print("Результат скопирован в буфер обмена:")
print(result)
else:
print("Текст не соответствует ожидаемому формату.")
# Пауза между итерациями, чтобы не перегружать процессор
time.sleep(1)
|
145202507fde0d21f71f147dd4c64632
|
{
"intermediate": 0.2811773121356964,
"beginner": 0.4758736491203308,
"expert": 0.2429490089416504
}
|
7,452
|
tabs with angular
|
02e7e289a3061c2ecc4cc21dd6e8c00c
|
{
"intermediate": 0.4428001046180725,
"beginner": 0.2620786130428314,
"expert": 0.2951212227344513
}
|
7,453
|
change :import numpy as np
import xarray as xr
import pandas as pd
from scipy.cluster.hierarchy import fcluster, linkage
import datetime
def main(input_file, output_file, num_clusters, time_file):
# Read the input file
dataset = xr.open_dataset(input_file)
msl = dataset['msl']
time, lat, lon = msl.shape
scheme
Copy
# Select a random sample of data
sample_size = 61
interval = 24
start_index = 0
end_index = start_index + sample_size
sample_indices = []
while end_index <= time:
sample_indices += list(range(start_index, end_index, 2))
start_index += interval
end_index = start_index + sample_size
sample_msl = msl[sample_indices,:,:]
# Reshape the data
reshaped_msl = sample_msl.values.reshape(len(sample_indices), lat * lon)
# Perform hierarchical clustering with Pearson correlation
linkage_matrix = linkage(reshaped_msl.T, method='complete', metric='correlation')
cluster_labels = fcluster(linkage_matrix, num_clusters, criterion='maxclust')
# Calculate the average of each cluster
cluster_means = np.zeros((num_clusters, lat, lon))
cluster_times = {}
for i in range(num_clusters):
# Create a boolean index array
bool_index = (cluster_labels == i+1)
# Reshape the boolean index array to match the first dimension of the array being indexed
bool_index_reshaped = np.reshape(bool_index, (len(bool_index),))
# Index the sample_msl array using the reshaped boolean index array
cluster_points = sample_msl.values[bool_index_reshaped,:,:]
# Calculate the cluster mean
cluster_means[i] = np.mean(cluster_points, axis=0)
# Save the time indices of the cluster members
cluster_times[f'Cluster{i+1}'] = sample_indices[bool_index_reshaped]
# Create the output file
output_dataset = xr.Dataset()
# Add details to the output file
output_dataset.attrs['title']= 'Clustered msl variable'
output_dataset.attrs['institution'] = 'My institution'
output_dataset.attrs['source'] = 'Original data from ' + input_file
output_dataset.attrs['history'] = 'Created on ' + datetime.datetime.now().strftime("%Y-%m-%d %H:%%M:%S")
output_dataset.attrs['description'] = 'Hierarchical clustering with Pearson correlation'
output_dataset.attrs['num_clusters'] = num_clusters
# Create the dimensions
output_dataset['lat'] = ('lat',), dataset['lat'].values
output_dataset['lon'] = ('lon',), dataset['lon'].values
output_dataset['num_clusters'] = ('num_clusters',), np.arange(num_clusters)
# Create the 'msl' variable
output_dataset['msl'] = ('num_clusters', 'lat', 'lon'), cluster_means
# Copy the attributes fromthe input file
output_dataset['msl'].attrs = dataset['msl'].attrs.copy()
# Add the copied attributes to the 'msl' variable
output_dataset.to_netcdf(output_file)
# Save time of each member in each cluster to an Excel file
writer = pd.ExcelWriter(time_file)
for i in range(num_clusters):
cluster_name = f'Cluster{i+1}'
cluster_time = cluster_times[cluster_name]
cluster_time_df = pd.DataFrame({'Time': cluster_time})
for j in range(num_clusters):
if i != j:
col_name = f'Cluster{j+1}'
other_cluster_time = cluster_times[f'Cluster{j+1}']
other_cluster_time_df = pd.DataFrame({col_name: other_cluster_time})
cluster_time_df =pd.merge(cluster_time_df, other_cluster_time_df, how='outer', left_index=True, right_index=True)
cluster_time_df.to_excel(writer, sheet_name=cluster_name, index=False)
writer.save()
if name == 'main':
input_file = r'C:\Users\admin\Desktop\wavelet.nc'
output_file = r'C:\Users\admin\Desktop\x.nc'
num_clusters = 10
time_file = r'C:\Users\admin\Desktop\cluster_times.xlsx'
main(input_file, output_file, num_clusters, time_file), to remove each part of creating excel file .
|
df59baac426ee5947535e3d99f7c8381
|
{
"intermediate": 0.40483227372169495,
"beginner": 0.37829092144966125,
"expert": 0.21687673032283783
}
|
7,454
|
5 top tech content on tictock
|
ce7b57133c31c7eb0697dc83b355fed6
|
{
"intermediate": 0.31207647919654846,
"beginner": 0.17941929399967194,
"expert": 0.5085042119026184
}
|
7,455
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I am getting an error in the Texture::Cleanup method saying "A heap has been corrupted". There could be and issue of shared ownership of resources related to the Texture::Cleanup method between the Terrain, Material and/or GameObject classes, which may be resolved by using std::shared_ptr. Can you show me how to modify the code to use std::shared_ptr for the relevant objects?
|
f7364c4b88bacb05faf1db424aef9c88
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,456
|
asyncio how to create delay every asnc?
|
e354f91b05d8023c58ee74830c46c1c5
|
{
"intermediate": 0.43096086382865906,
"beginner": 0.11891818791627884,
"expert": 0.4501209259033203
}
|
7,457
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I am getting an error in the Texture::Cleanup method saying "A heap has been corrupted". There could be and issue of shared ownership of resources related to the Texture::Cleanup method between the Terrain, Material and/or GameObject classes, which may be resolved by using std::shared_ptr. Can you show me how to modify the code to use std::shared_ptr for the relevant objects?
|
f16fb4986fdae75e2d81b57720a488c4
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,458
|
Wrapping an editable Table using JavaScript language
|
409f604745ff7ac065f45c159f656e11
|
{
"intermediate": 0.3445320725440979,
"beginner": 0.3210679888725281,
"expert": 0.33439990878105164
}
|
7,459
|
from kivy.app import App
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.uix.button import Button
from kivy.uix.image import Image
from kivy.graphics.texture import Texture
from kivy.clock import Clock
from kivy.metrics import dp
from kivy.properties import StringProperty
import JsonUtl as jsonutil
import cv2
from kivy.uix.boxlayout import BoxLayout
class MainScreen(Screen):
ServerListVar = jsonutil.OpenJsontoArray()
BtnId = 0
DelBtnId = 0
textures = []
def __init__(self, **kw):
super().__init__(**kw)
for i in range (0,len(self.ServerListVar)):
self.CreateButtons(i)
def Clicked(self,widget):
Adress = self.ids.StreamAdress
if not Adress.text == "":
self.ServerListVar.append(Adress.text.strip())
jsonutil.SaveArraytoJson(self.ServerListVar)
self.CreateButtons(len(self.ServerListVar)- 1)
def CamSelectButtonPressed(self,x):
app = App.get_running_app()
app.data = self.ServerListVar[x]
app.root.current = "Stream"
def CamDeleteButtonPressed(self,x):
del self.ServerListVar[x]
self.ids.CamSelectStackLayout.clear_widgets()
jsonutil.SaveArraytoJson(self.ServerListVar)
self.ServerListVar = jsonutil.OpenJsontoArray()
self.BtnId = 0
self.DelBtnId = 0
for i in range (0,len(self.ServerListVar)):
self.CreateButtons(i)
def CreateButtons(self, i):
b = Button(size_hint = (None, None),width= dp(200), height = dp(200),text = self.ServerListVar[i], font_size = 10)
b2 = Button(size_hint = (None, None),width = dp(50), height = dp(200), background_color = (1,0,0,1))
b.bind(on_press=lambda instance, button_id=self.BtnId: self.CamSelectButtonPressed(button_id))
self.BtnId = self.BtnId + 1
self.ids.CamSelectStackLayout.add_widget(b)
b2.bind(on_press=lambda instance, button_id=self.DelBtnId: self.CamDeleteButtonPressed(button_id))
self.DelBtnId = self.DelBtnId + 1
self.ids.CamSelectStackLayout.add_widget(b2)
class StreamView(Screen):
output = StringProperty()
event = None
def on_enter(self):
app = App.get_running_app()
self.output = app.data
self.capture = cv2.VideoCapture(self.output)
b = Button(size_hint = (0.05, 0.05), pos_hint = {"top":1}, background_color = (1,0,0,1))
b.bind(on_press=lambda instance, button_id="i": gotomainscreen(button_id))
self.add_widget(b)
self.image = Image()
self.add_widget(self.image)
self.event = Clock.schedule_interval(self.update, 1.0 / 30.0)
def gotomainscreen(x):
app = App.get_running_app()
app.root.current = "Main"
def update(self, dt):
ret, frame = self.capture.read()
if ret:
buf = cv2.flip(frame, 0).tostring()
texture = Texture.create(size=(frame.shape[1], frame.shape[0]), colorfmt='bgr')
texture.blit_buffer(buf, colorfmt='bgr', bufferfmt='ubyte')
self.image.texture = texture
def on_leave(self):
self.capture.release()
self.event.cancel()
cv2.destroyAllWindows()
class ScreenMan(ScreenManager):
pass
class IPCAMApp(App):
def build(self):
sm = ScreenMan()
sm.add_widget(MainScreen(name="Main"))
sm.add_widget(StreamView(name="Stream"))
sm.current = "Main"
return sm
if __name__ == "__main__":
IPCAMApp().run()
|
2c16125c6e90bd30c4ea512d284d6af6
|
{
"intermediate": 0.34830307960510254,
"beginner": 0.4917553961277008,
"expert": 0.15994147956371307
}
|
7,460
|
This is my current ide code for highsum gui game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.run();
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
import Model.*;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
import javax.swing.*;
public class HighSumGUI {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
});
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
package GUIExample;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import Model.*;
public class GameTableFrame extends JFrame {
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer, player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
HighSum highSum = new HighSum();
highSum.init(player.getLoginName(), player.getPassword());
highSum.run();
updateScreen();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
// Create the main panel that contains both the game board and the buttons
JPanel mainPanel = new JPanel();
mainPanel.setLayout(new BorderLayout());
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
mainPanel.add(gameTablePanel, BorderLayout.CENTER);
mainPanel.add(buttonsPanel, BorderLayout.SOUTH);
mainPanel.add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
add(mainPanel);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
// This method updates the screen after each game
public void updateScreen() {
gameTablePanel.updateTable(dealer, player);
}
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
public GameTablePanel(Dealer dealer, Player player) {
setLayout(new BorderLayout());
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
this.dealer = dealer;
this.player = player;
}
public void updateTable(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
repaint();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw dealer’s cards
int dealerX = 50;
int dealerY = 100;
g.drawString("Dealer", dealerX, dealerY - 20);
dealerX = drawPlayerHand(g, dealer, dealerX, dealerY, true);
// Draw player’s cards
int playerX = 50;
int playerY = getHeight() - 200;
g.drawString("Player", playerX, playerY - 20);
playerX = drawPlayerHand(g, player, playerX, playerY, false);
// Draw chips on the table
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table: ", playerX + 50, playerY);
}
private int drawPlayerHand(Graphics g, Player p, int x, int y, boolean isDealer) {
int i = 0;
for (Card c : p.getCardsOnHand()) {
if (isDealer && i == 0) {
new ImageIcon("images/back.png").paintIcon(this, g, x, y);
} else {
c.paintIcon(this, g, x, y);
}
x += 100;
i++;
}
return x;
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for (int i = 0; i < player.getCardsOnHand().size(); i++) {
if (i == 0) {
System.out.print("<HIDDEN CARD> ");
} else {
System.out.print(player.getCardsOnHand().get(i).toString() + " ");
}
}
} else {
for (Card card : player.getCardsOnHand()) {
System.out.print(card + " ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}"
These are the requirements to make the highsum GUI work:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API "Swing" and "AWT" packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application "HighSum" done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game."
These are the current errors:"Description Resource Path Location Type
HighSum cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 32 Java Problem
HighSum cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 32 Java Problem
LoginDialog cannot be resolved to a type HighSumGUI.java /A3Skeleton/src line 8 Java Problem
LoginDialog cannot be resolved to a type HighSumGUI.java /A3Skeleton/src line 8 Java Problem
The method getPassword() is undefined for the type Player GameTableFrame.java /A3Skeleton/src/GUIExample line 33 Java Problem
The method run() is undefined for the type GameTableFrame GUIExample.java /A3Skeleton/src line 17 Java Problem
"
|
a1ea4a0fe7587044cb3937c282a13f39
|
{
"intermediate": 0.2964317500591278,
"beginner": 0.5162970423698425,
"expert": 0.18727116286754608
}
|
7,461
|
Почему в Python нет switch?
|
3c6727e4415718ee2820b51c7c15cc31
|
{
"intermediate": 0.3269446790218353,
"beginner": 0.18608833849430084,
"expert": 0.486966997385025
}
|
7,462
|
This is my current ide code for highsum gui game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.setVisible(true); // Replace app.run(); with this line
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
import Model.*;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
import javax.swing.*;
import GUIExample.LoginDialog;
import Model.*;
public class HighSumGUI {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
});
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
import Model.*;
public class GameTableFrame extends JFrame {
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer, player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
HighSum highSum = new HighSum();
highSum.init(player.getLoginName(), player.getPassword());
highSum.run();
updateScreen();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
// Create the main panel that contains both the game board and the buttons
JPanel mainPanel = new JPanel();
mainPanel.setLayout(new BorderLayout());
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
mainPanel.add(gameTablePanel, BorderLayout.CENTER);
mainPanel.add(buttonsPanel, BorderLayout.SOUTH);
mainPanel.add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
add(mainPanel);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
// This method updates the screen after each game
public void updateScreen() {
gameTablePanel.updateTable(dealer, player);
}
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
public GameTablePanel(Dealer dealer, Player player) {
setLayout(new BorderLayout());
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
this.dealer = dealer;
this.player = player;
}
public void updateTable(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
repaint();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw dealer’s cards
int dealerX = 50;
int dealerY = 100;
g.drawString("Dealer", dealerX, dealerY - 20);
dealerX = drawPlayerHand(g, dealer, dealerX, dealerY, true);
// Draw player’s cards
int playerX = 50;
int playerY = getHeight() - 200;
g.drawString("Player", playerX, playerY - 20);
playerX = drawPlayerHand(g, player, playerX, playerY, false);
// Draw chips on the table
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table: ", playerX + 50, playerY);
}
private int drawPlayerHand(Graphics g, Player p, int x, int y, boolean isDealer) {
int i = 0;
for (Card c : p.getCardsOnHand()) {
if (isDealer && i == 0) {
new ImageIcon("images/back.png").paintIcon(this, g, x, y);
} else {
c.paintIcon(this, g, x, y);
}
x += 100;
i++;
}
return x;
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for (int i = 0; i < player.getCardsOnHand().size(); i++) {
if (i == 0) {
System.out.print("<HIDDEN CARD> ");
} else {
System.out.print(player.getCardsOnHand().get(i).toString() + " ");
}
}
} else {
for (Card card : player.getCardsOnHand()) {
System.out.print(card + " ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}"
These are the requirements to make the highsum GUI work:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API "Swing" and "AWT" packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application "HighSum" done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game."
These are the game logic and rules to follow:
"Game Start
The game starts with the dealer shuffles the deck of cards.
The dealer will deal (distribute) the cards to the players.
The dealer make two passes so that the players and the dealer have two cards each.
Two passes means that the dealer must distribute the cards in such a way that, the first card belongs to the player, the second card belongs to the dealer, the third card belongs to the player and the fourth card belows to the dealer.
Round 1
The first card of the dealer and player are both hidden, that is face down.
The dealer and player can view their own hidden first card.
The second card is visible to both the dealer and player.
The player with the highest second visible card will make a “call” by stating the amount to bet.
The other player will need to place the same amount of bet.
Both the bet amount from dealer and player will be placed on the table.
The dealer is not allowed to quit the game.
Round 2
The dealer make one pass.
Dealer and player each have 3 cards now.
The player with the highest third visible card will make a “call” by stating the amount to bet.
The other player will need to place the same amount of bet or choose to quit the current game.
Dearler is not allowed to quit the game.
If the human player choose to quit at this round, all the chips on the table belongs to the dealer and the current game ends here.
Both the bet amount from dealer and player will be placed on the table.
The dealer is not allowed to quit the game.
Round 3
Similar to round 2.
Round 4
Similar to round 2 plus the following rule:
Each player compares the values of cards hold by other players at the end of each game to determine the winner. The player with the highest accumulate values win the game.
The winner gets all the bet on the table.
Next Game
All the cards on the table are shuffled and placed at the end of the deck.
The game will start again unless the player choose to leave the game.
Please note that the above game description is a simplified version of the real game and there are also many different versions in different countries. The specifications given in this document are more than sufficient for you to complete this assignment. If you have doubts on the game logic, please feel free to clarify with your tutor. Do take note that the emphasis of this assignment is to implement the game logic using Object-oriented programming."
There are errors: "Description Resource Path Location Type
HighSum cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 32 Java Problem
HighSum cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 32 Java Problem
The method getPassword() is undefined for the type Player GameTableFrame.java /A3Skeleton/src/GUIExample line 33 Java Problem
"
|
f36ef060993c625e48b7b1a4f09f69ac
|
{
"intermediate": 0.32513532042503357,
"beginner": 0.5644948482513428,
"expert": 0.11036981642246246
}
|
7,463
|
Python compare strings
|
3561306442d55d7d02bd8842c15de840
|
{
"intermediate": 0.4196976125240326,
"beginner": 0.3679305911064148,
"expert": 0.21237173676490784
}
|
7,464
|
После успешной авторизации создай набор анимация для обработки его появления и исчезновения , сделай это с помощью ресурса формата векторной анимации пиши код максимально подробно , ничего не упусти вот мой код :package com.example.myapp_2.Data.register;
import android.content.SharedPreferences;
import android.os.Bundle;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.Button;
import android.widget.EditText;
import android.widget.Toast;
import androidx.fragment.app.Fragment;
import androidx.fragment.app.FragmentTransaction;
import com.example.myapp_2.R;
import com.example.myapp_2.UI.view.fragments.FirstFragment;
public class LoginFragment extends Fragment {
public static int profile_num;
private EditText editTextEmail, editTextPassword;
private Button buttonLogin;
private UserDAO userDAO;
public LoginFragment() {
}
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
userDAO = new UserDAO(getActivity());
userDAO.open();
}
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container,
Bundle savedInstanceState) {
View view = inflater.inflate(R.layout.login, container, false);
getActivity().findViewById(R.id.bottomNavigationView).setVisibility(View.GONE);
editTextEmail = view.findViewById(R.id.editTextEmail);
editTextPassword = view.findViewById(R.id.editTextPassword);
buttonLogin = view.findViewById(R.id.buttonLogin);
buttonLogin.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
String email = editTextEmail.getText().toString();
String password = editTextPassword.getText().toString();
if (userDAO.login(email, password)) {
Toast.makeText(getActivity(), "Login successful", Toast.LENGTH_SHORT).show();
// set profile_num to the user’s id
profile_num = userDAO.getUserByEmail(email).getId();
// go to another fragment
SharedPreferences.Editor editor = getActivity().getSharedPreferences("MY_PREFS_NAME", getActivity().MODE_PRIVATE).edit();
editor.putInt("profile_num", profile_num);
editor.apply();
FragmentTransaction transaction = requireActivity().getSupportFragmentManager().beginTransaction();
transaction.replace(R.id.nav_container, new FirstFragment());
transaction.addToBackStack(null);
transaction.commit();
} else {
Toast.makeText(getActivity(), "Invalid email or password", Toast.LENGTH_SHORT).show();
}
}
});
Button buttonReturn = view.findViewById(R.id.buttonReturn);
buttonReturn.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
FragmentTransaction transaction = requireActivity().getSupportFragmentManager().beginTransaction();
transaction.replace(R.id.nav_container, new RegistrationFragment());
transaction.addToBackStack(null);
transaction.commit();
}
});
return view;
}
@Override
public void onDestroy() {
super.onDestroy();
userDAO.close();
}
}
|
33c798ee51ca87f041bff0f106673f59
|
{
"intermediate": 0.35746273398399353,
"beginner": 0.49588140845298767,
"expert": 0.1466558575630188
}
|
7,465
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
//terrainMesh.Cleanup();
//terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
#include <memory> // Don’t forget to include <memory>
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
std::shared_ptr <Shader> vertexShader;
std::shared_ptr <Shader> fragmentShader;
std::shared_ptr<Texture> texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture = std::shared_ptr<Texture>(new Texture{}, Texture::Cleanup); // Create a new Texture using shared_ptr
texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
fragmentShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
VkImageView GetImageView() const;
VkSampler GetSampler() const;
static void Cleanup(Texture* texture);
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup(Texture* texture)
{
// Put the content of the old Cleanup() method here
// Make sure to replace this with texture keyword
// …
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I am getting an access violation error in the GameObject::Render method. I believe it may be occuring at the following line:
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
Do you know what might be causing it and how to fix it?
|
284565811d7c1b3f16230147e5151245
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,466
|
This is my current ide code for highsum gui game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.setVisible(true); // Replace app.run(); with this line
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
import Model.*;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
import javax.swing.*;
import GUIExample.LoginDialog;
import Model.*;
public class HighSumGUI {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
});
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
import Model.*;
public class GameTableFrame extends JFrame {
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer, player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
HighSum highSum = new HighSum();
highSum.init(player.getLoginName(), player.getPassword());
highSum.run();
updateScreen();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
// Create the main panel that contains both the game board and the buttons
JPanel mainPanel = new JPanel();
mainPanel.setLayout(new BorderLayout());
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
mainPanel.add(gameTablePanel, BorderLayout.CENTER);
mainPanel.add(buttonsPanel, BorderLayout.SOUTH);
mainPanel.add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
add(mainPanel);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
// This method updates the screen after each game
public void updateScreen() {
gameTablePanel.updateTable(dealer, player);
}
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
public GameTablePanel(Dealer dealer, Player player) {
setLayout(new BorderLayout());
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
this.dealer = dealer;
this.player = player;
}
public void updateTable(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
repaint();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw dealer’s cards
int dealerX = 50;
int dealerY = 100;
g.drawString("Dealer", dealerX, dealerY - 20);
dealerX = drawPlayerHand(g, dealer, dealerX, dealerY, true);
// Draw player’s cards
int playerX = 50;
int playerY = getHeight() - 200;
g.drawString("Player", playerX, playerY - 20);
playerX = drawPlayerHand(g, player, playerX, playerY, false);
// Draw chips on the table
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table: ", playerX + 50, playerY);
}
private int drawPlayerHand(Graphics g, Player p, int x, int y, boolean isDealer) {
int i = 0;
for (Card c : p.getCardsOnHand()) {
if (isDealer && i == 0) {
new ImageIcon("images/back.png").paintIcon(this, g, x, y);
} else {
c.paintIcon(this, g, x, y);
}
x += 100;
i++;
}
return x;
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for (int i = 0; i < player.getCardsOnHand().size(); i++) {
if (i == 0) {
System.out.print("<HIDDEN CARD> ");
} else {
System.out.print(player.getCardsOnHand().get(i).toString() + " ");
}
}
} else {
for (Card card : player.getCardsOnHand()) {
System.out.print(card + " ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}"
These are the requirements to make the highsum GUI work:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API "Swing" and "AWT" packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application "HighSum" done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game."
These are the errors:"Description Resource Path Location Type
HighSum cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 32 Java Problem
HighSum cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 32 Java Problem
The method getPassword() is undefined for the type Player GameTableFrame.java /A3Skeleton/src/GUIExample line 33 Java Problem
"
|
42b60c803ea8c758f619fba1d8a38bdb
|
{
"intermediate": 0.32513532042503357,
"beginner": 0.5644948482513428,
"expert": 0.11036981642246246
}
|
7,467
|
I have this latex
"""
\newenvironment{legalsection}{
% https://latex.org/forum/viewtopic.php?t=10456
\titleformat{\section}[block]{\bfseries}{\vspace{9pt}\thesection.0\hspace{1em}}{2em}{\fontsize{15pt}{\baselineskip}\selectfont\hangindent=2em}
\titleformat{\subsection}[block]{\bfseries}{\vspace{9pt}\thesubsection\hspace{1em}}{2em}{\hangindent=2em}
\titleformat{\subsubsection}[runin]{\bfseries}{\vspace{9pt}\thesubsubsection}{2em}{\hangindent=2em}
\titlespacing*{\section}{0pt}{20pt}{0pt}
\titlespacing*{\subsection}{0pt}{20pt}{3pt}
\titlespacing{\subsubsection}{-4.5em}{20pt}{2em}
\titlespacing{\paragraph}{-4.5em}{20pt}{0.25em}
\setlength{\leftskip}{4.5em}
% change bullet point indent to fix indentation of titles
\setlist[itemize]{align=parleft,left=6em}
% same thing but numbered bullet points
\setlist[enumerate]{align=parleft,left=6em}
}{}
"""
but essentiall, I want to have a level3 header
that is just a number, then the entire paragraph is tabbed in
so
2.1.1<tab>paragraph
where the following lines of the paragraph are all aligned with the first line
|
4101718310c87a7af9d5dc79ea67adc7
|
{
"intermediate": 0.3550613820552826,
"beginner": 0.2996511161327362,
"expert": 0.3452875316143036
}
|
7,468
|
dot tabs to swicth between mobile colors html and css
|
d2ab95329e078e5f88f4afcbf0861843
|
{
"intermediate": 0.4363905191421509,
"beginner": 0.24263779819011688,
"expert": 0.3209717273712158
}
|
7,469
|
explice this pattern {{0,9}} {{99}} {{99}} {{9*}} {{999}} {{999}}
|
92f46b2bdbba7fa03caba45e605142b9
|
{
"intermediate": 0.3020790219306946,
"beginner": 0.3718142509460449,
"expert": 0.3261066973209381
}
|
7,470
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
//terrainMesh.Cleanup();
//terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
#include <memory> // Don’t forget to include <memory>
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
std::shared_ptr <Shader> vertexShader;
std::shared_ptr <Shader> fragmentShader;
std::shared_ptr<Texture> texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture = std::shared_ptr<Texture>(new Texture{}, Texture::Cleanup); // Create a new Texture using shared_ptr
texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
fragmentShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
VkImageView GetImageView() const;
VkSampler GetSampler() const;
static void Cleanup(Texture* texture);
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup(Texture* texture)
{
// Put the content of the old Cleanup() method here
// Make sure to replace this with texture keyword
// …
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I am getting an access violation error in the GameObject::Render method. I believe it may be occuring at the following line:
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
Based on the code, can you suggest changes that will solve this issue?
|
0a654c05495596c1c09263f0f5a41be9
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,471
|
use radio buttons in angular as image switchers
|
99baec01b0cc9e93de9ae29021519423
|
{
"intermediate": 0.5334023237228394,
"beginner": 0.22825591266155243,
"expert": 0.23834174871444702
}
|
7,472
|
c# wpf button rotate code
|
986d654a3e5561767b93a75e22e05bce
|
{
"intermediate": 0.2981618046760559,
"beginner": 0.38859647512435913,
"expert": 0.31324172019958496
}
|
7,473
|
This is my current ide code for highsum gui game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.setVisible(true); // Replace app.run(); with this line
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
import Model.*;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
import javax.swing.*;
import GUIExample.LoginDialog;
import Model.*;
public class HighSumGUI {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
});
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
package GUIExample;
import Model.HighSum;
import Model.Dealer;
import Model.Player;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class GameTableFrame extends JFrame {
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer, player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
HighSum highSum = new HighSum();
highSum.init(player.getLoginName(), "some_default_password");
highSum.run();
updateScreen();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
// Create the main panel that contains both the game board and the buttons
JPanel mainPanel = new JPanel();
mainPanel.setLayout(new BorderLayout());
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
mainPanel.add(gameTablePanel, BorderLayout.CENTER);
mainPanel.add(buttonsPanel, BorderLayout.SOUTH);
mainPanel.add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
add(mainPanel);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
// This method updates the screen after each game
public void updateScreen() {
gameTablePanel.updateTable(dealer, player);
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
public GameTablePanel(Dealer dealer, Player player) {
setLayout(new BorderLayout());
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
this.dealer = dealer;
this.player = player;
}
public void updateTable(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
repaint();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw dealer’s cards
int dealerX = 50;
int dealerY = 100;
g.drawString("Dealer", dealerX, dealerY - 20);
dealerX = drawPlayerHand(g, dealer, dealerX, dealerY, true);
// Draw player’s cards
int playerX = 50;
int playerY = getHeight() - 200;
g.drawString("Player", playerX, playerY - 20);
playerX = drawPlayerHand(g, player, playerX, playerY, false);
// Draw chips on the table
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table: ", playerX + 50, playerY);
}
private int drawPlayerHand(Graphics g, Player p, int x, int y, boolean isDealer) {
int i = 0;
for (Card c : p.getCardsOnHand()) {
if (isDealer && i == 0) {
new ImageIcon("images/back.png").paintIcon(this, g, x, y);
} else {
c.paintIcon(this, g, x, y);
}
x += 100;
i++;
}
return x;
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for (int i = 0; i < player.getCardsOnHand().size(); i++) {
if (i == 0) {
System.out.print("<HIDDEN CARD> ");
} else {
System.out.print(player.getCardsOnHand().get(i).toString() + " ");
}
}
} else {
for (Card card : player.getCardsOnHand()) {
System.out.print(card + " ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}"
These are the requirements to make the highsum GUI work:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API "Swing" and "AWT" packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application "HighSum" done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game."
These are the errors "Description Resource Path Location Type
BorderLayout cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 49 Java Problem
BorderLayout cannot be resolved to a variable GameTableFrame.java /A3Skeleton/src/GUIExample line 55 Java Problem
BorderLayout cannot be resolved to a variable GameTableFrame.java /A3Skeleton/src/GUIExample line 56 Java Problem
BorderLayout cannot be resolved to a variable GameTableFrame.java /A3Skeleton/src/GUIExample line 57 Java Problem
HighSum cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 33 Java Problem
HighSum cannot be resolved to a type GameTableFrame.java /A3Skeleton/src/GUIExample line 33 Java Problem
The import Model.HighSum cannot be resolved GameTableFrame.java /A3Skeleton/src/GUIExample line 2 Java Problem
"
|
5dc7cabecbae6771e9d0568e5d702aa3
|
{
"intermediate": 0.32513532042503357,
"beginner": 0.5644948482513428,
"expert": 0.11036981642246246
}
|
7,474
|
'<?xml version="1.0" encoding="UTF-8"?>\n<rows><row id="16971046"><cell>0</cell><cell>16971046</cell><cell>XJ-1005050-16971046</cell><cell>000102050000000000003665</cell><cell>广州市朝阳中路原网通3楼机房</cell><cell>交流不间断电源设备(UPS)-UPS电源</cell><cell>62838223</cell><cell>9501002041</cell><cell>资产盘点</cell><cell>290000002</cell><cell>待处理</cell><cell>302543</cell><cell>李明</cell><cell>2023-05-17 11:54:04</cell><cell>18963361</cell><cell>XJ-1000829-230517-13245</cell><cell></cell><cell>已启流程</cell><cell>2023-07-31 00:00:00</cell><cell></cell><cell></cell><cell>李明</cell><cell></cell><cell></cell><cell>电脑</cell><cell></cell><cell>302543</cell></row><row id="16971060"><cell>0</cell><cell>16971060</cell><cell>XJ-1005050-16971060</cell><cell>000102050000000000003665</cell><cell>广州市朝阳中路原网通3楼机房</cell><cell>计算机互联网-IP网络和网管设备-核心路由器</cell><cell>64786209</cell><cell>9501002041</cell><cell>资产盘点</cell><cell>290000002</cell><cell>待处理</cell><cell>302543</cell><cell>李明</cell><cell>2023-05-17 11:54:04</cell><cell>18963386</cell><cell>XJ-1000829-230517-13265</cell><cell></cell><cell>已启流程</cell><cell>2023-07-31 00:00:00</cell><cell></cell><cell></cell><cell>李梅</cell><cell></cell><cell></cell><cell>电脑</cell><cell></cell><cell>302543</cell></row></rows>'
如何获取有几个 row 节点
|
8c2d46aff7dccf3d627a32b97ec6eb4e
|
{
"intermediate": 0.3057275116443634,
"beginner": 0.4330957531929016,
"expert": 0.2611767649650574
}
|
7,475
|
what is build-essential package. what it contains?
|
5f07cadd384562e20979568e72ec0110
|
{
"intermediate": 0.4546343684196472,
"beginner": 0.27160146832466125,
"expert": 0.27376416325569153
}
|
7,476
|
from google.colab import drive
drive.mount('/content/drive')
import pandas as pd
import numpy as np
import matplotlib.pyplot as plt
from sklearn.cluster import KMeans
from sklearn.preprocessing import StandardScaler
from sklearn.model_selection import train_test_split
water_data = pd.read_csv('/content/drive/MyDrive/KPDL/water.csv')
for column in water_data.columns:
water_data[column] = pd.to_numeric(water_data[column], errors="coerce")
water_data.fillna(water_data.mean(), inplace=True)
water_data = water_data.drop("is_safe", axis=1)
scaler = StandardScaler()
scaled_water_data = scaler.fit_transform(water_data)
X_train, X_test = train_test_split(scaled_water_data, test_size=0.2, random_state=42)
wcss = [] # within-cluster sum of squares
for i in range(1, 11):
kmeans = KMeans(n_clusters=i, init="k-means++", max_iter=300, n_init=10, random_state=42)
kmeans.fit(X_train)
wcss.append(kmeans.inertia_)
plt.plot(range(1, 11), wcss)
plt.xlabel("Number of clusters")
plt.ylabel("WCSS")
plt.title("Elbow Method")
plt.show()
kmeans = KMeans(n_clusters=2, init="k-means++", max_iter=300, n_init=10, random_state=42)
y_kmeans = kmeans.fit_predict(X_train)
plt.scatter(X_train[y_kmeans == 0, 0], X_train[y_kmeans == 0, 1], s=100, c="red", label="Cluster 1")
plt.scatter(X_train[y_kmeans == 1, 0], X_train[y_kmeans == 1, 1], s=100, c="blue", label="Cluster 2")
# plt.scatter(X_train[y_kmeans == 2, 0], X_train[y_kmeans == 2, 1], s=100, c="green", label="Cluster 3") # Uncomment this line for 3 clusters, and so on…
plt.scatter(kmeans.cluster_centers_[:, 0], kmeans.cluster_centers_[:, 1], s=300, c="yellow", label="Centroids")
plt.title("Clusters of water quality")
plt.xlabel("Feature 1")
plt.ylabel("Feature 2")
plt.legend()
plt.show()
Please improve the code above if possible, add description in Vietnamese, the code is a k means demonstration on water data
About Dataset
Context
This is a set of data created from imaginary data of water quality in an urban environment. I recommend using this dataset for educational purposes, for practice and to acquire the necessary knowledge.
Content
What's inside is more than just rows and columns. You can see water ingredients listed as column names.
Description
All attributes are numeric variables and they are listed bellow:
aluminium - dangerous if greater than 2.8
ammonia - dangerous if greater than 32.5
arsenic - dangerous if greater than 0.01
barium - dangerous if greater than 2
cadmium - dangerous if greater than 0.005
chloramine - dangerous if greater than 4
chromium - dangerous if greater than 0.1
copper - dangerous if greater than 1.3
flouride - dangerous if greater than 1.5
bacteria - dangerous if greater than 0
viruses - dangerous if greater than 0
lead - dangerous if greater than 0.015
nitrates - dangerous if greater than 10
nitrites - dangerous if greater than 1
mercury - dangerous if greater than 0.002
perchlorate - dangerous if greater than 56
radium - dangerous if greater than 5
selenium - dangerous if greater than 0.5
silver - dangerous if greater than 0.1
uranium - dangerous if greater than 0.3
is_safe - class attribute {0 - not safe, 1 - safe}
|
528562ed5bdcbb5245b82dc67000015e
|
{
"intermediate": 0.23270756006240845,
"beginner": 0.3765867352485657,
"expert": 0.39070576429367065
}
|
7,477
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
//terrainMesh.Cleanup();
//terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
#include <memory> // Don’t forget to include <memory>
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
std::shared_ptr <Shader> vertexShader;
std::shared_ptr <Shader> fragmentShader;
std::shared_ptr<Texture> texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture = std::shared_ptr<Texture>(new Texture{}, Texture::Cleanup); // Create a new Texture using shared_ptr
texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
fragmentShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
VkImageView GetImageView() const;
VkSampler GetSampler() const;
static void Cleanup(Texture* texture);
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup(Texture* texture)
{
// Put the content of the old Cleanup() method here
// Make sure to replace this with texture keyword
// …
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
The Material class is currently missing the code necessary to create the descriptor set and pipeline layout. Can you help to fill in the code associated with these components?
|
c538046461c55fa34ed6837b168ab47f
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,478
|
Give me the html code for a horizontal product
|
4f82c11ed4c13ef5983fdda0895fa18d
|
{
"intermediate": 0.378393292427063,
"beginner": 0.3390377163887024,
"expert": 0.28256896138191223
}
|
7,479
|
напиши бота на питоне для ютуба, который комментирует все последние видео на канале, с тем набором комментариев, который ты написал заранее
|
cb9ba26513a4fae83d565558a4885eb0
|
{
"intermediate": 0.32978537678718567,
"beginner": 0.2628065049648285,
"expert": 0.40740811824798584
}
|
7,480
|
In python, make a rust clan predictor that predicts the top 3 next grids for a rust clan. You have the past locations and the map is from A0 to U25. It needs to use machine learning and the grids cannot be the old ones. The data is: ['N3', 'H4', 'H2', '13', 'K1']
|
db8f97ba5bca8b6927610326c6051f87
|
{
"intermediate": 0.1835172176361084,
"beginner": 0.06385895609855652,
"expert": 0.7526238560676575
}
|
7,481
|
how to set drawable as bg not color for Box():
.background(Color.Red)
.size(100.dp)) {
|
fcfe4179a44b263d8016ebfe828f7ebc
|
{
"intermediate": 0.48416659235954285,
"beginner": 0.17778290808200836,
"expert": 0.3380505442619324
}
|
7,482
|
which programming language uses android studio?
|
be74dbd4d43cd4e6f3acaa1b6120f811
|
{
"intermediate": 0.48140886425971985,
"beginner": 0.26376137137413025,
"expert": 0.2548297643661499
}
|
7,483
|
.background(
R.drawable.device_pc
)
None of the following functions can be called with the arguments supplied.
Modifier.background(Brush, Shape = ..., Float = ...) defined in androidx.compose.foundation
Modifier.background(Color, Shape = ...) defined in androidx.compose.foundation
|
09e6eabff0138b9f45bfb1831073f772
|
{
"intermediate": 0.30839893221855164,
"beginner": 0.44130825996398926,
"expert": 0.2502927780151367
}
|
7,484
|
This is my current ide code for highsum gui game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.setVisible(true); // Replace app.run(); with this line
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
package Model;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
import javax.swing.*;
import GUIExample.LoginDialog;
import Model.*;
public class HighSumGUI {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
});
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
package GUIExample;
import Model.Dealer;
import Model.HighSum;
import Model.Player;
import java.awt.BorderLayout;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class GameTableFrame extends JFrame {
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer, player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
HighSum highSum = new HighSum();
highSum.init(player.getLoginName(), "some_default_password");
highSum.run();
updateScreen();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
// Create the main panel that contains both the game board and the buttons
JPanel mainPanel = new JPanel();
mainPanel.setLayout(new BorderLayout());
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
mainPanel.add(gameTablePanel, BorderLayout.CENTER);
mainPanel.add(buttonsPanel, BorderLayout.SOUTH);
mainPanel.add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
add(mainPanel);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
// This method updates the screen after each game
public void updateScreen() {
gameTablePanel.updateTable(dealer, player);
}
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
public GameTablePanel(Dealer dealer, Player player) {
setLayout(new BorderLayout());
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
this.dealer = dealer;
this.player = player;
}
public void updateTable(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
repaint();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw dealer’s cards
int dealerX = 50;
int dealerY = 100;
g.drawString("Dealer", dealerX, dealerY - 20);
dealerX = drawPlayerHand(g, dealer, dealerX, dealerY, true);
// Draw player’s cards
int playerX = 50;
int playerY = getHeight() - 200;
g.drawString("Player", playerX, playerY - 20);
playerX = drawPlayerHand(g, player, playerX, playerY, false);
// Draw chips on the table
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table: ", playerX + 50, playerY);
}
private int drawPlayerHand(Graphics g, Player p, int x, int y, boolean isDealer) {
int i = 0;
for (Card c : p.getCardsOnHand()) {
if (isDealer && i == 0) {
new ImageIcon("images/back.png").paintIcon(this, g, x, y);
} else {
c.paintIcon(this, g, x, y);
}
x += 100;
i++;
}
return x;
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for (int i = 0; i < player.getCardsOnHand().size(); i++) {
if (i == 0) {
System.out.print("<HIDDEN CARD> ");
} else {
System.out.print(player.getCardsOnHand().get(i).toString() + " ");
}
}
} else {
for (Card card : player.getCardsOnHand()) {
System.out.print(card + " ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}"
These are the requirements to make the highsum GUI work:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API "Swing" and "AWT" packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application "HighSum" done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game."
edit the code so that when highsum gui is run, there is a gui pop up and the high sum game works. Similar design with the GUIexample class.
|
9e667ba69ffa61258009c27631d7d25c
|
{
"intermediate": 0.32649990916252136,
"beginner": 0.5263072848320007,
"expert": 0.1471928358078003
}
|
7,485
|
In python, make a rust clan predictor that predicts the top 3 next grids for a rust clan. You have the past locations and the map is from A0 to U25. It needs to use machine learning and the grids cannot be the old ones. The data is: ['N3', 'H4', 'H2', '13', 'K1']
|
c472d6f329ca75c8fcc82440afb6985f
|
{
"intermediate": 0.1835172176361084,
"beginner": 0.06385895609855652,
"expert": 0.7526238560676575
}
|
7,486
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
//terrainMesh.Cleanup();
//terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
#include <memory> // Don’t forget to include <memory>
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
std::shared_ptr <Shader> vertexShader;
std::shared_ptr <Shader> fragmentShader;
std::shared_ptr<Texture> texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture = std::shared_ptr<Texture>(new Texture{}, Texture::Cleanup); // Create a new Texture using shared_ptr
texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
fragmentShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
VkImageView GetImageView() const;
VkSampler GetSampler() const;
static void Cleanup(Texture* texture);
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
The Material class is currently missing the code necessary to create the descriptor set and pipeline layout. Can you help to fill in the code associated with these components?
|
325c2dffeefc528fd77998bda60c5b8b
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,487
|
This is my current ide code for highsum gui game:
“import GUIExample.GameTableFrame;
import Model.;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.setVisible(true); // Replace app.run(); with this line
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
package Model;
import Controller.;
import View.;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == ‘n’) {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
import javax.swing.;
import GUIExample.LoginDialog;
import Model.;
public class HighSumGUI {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
});
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r==‘n’) {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r==‘y’) {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r==‘c’) {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
package GUIExample;
import Model.Dealer;
import Model.HighSum;
import Model.Player;
import java.awt.BorderLayout;
import javax.swing.;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class GameTableFrame extends JFrame {
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer, player);
shufflingLabel = new JLabel(“Shuffling”);
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton(“Play”);
quitButton = new JButton(“Quit”);
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
HighSum highSum = new HighSum();
highSum.init(player.getLoginName(), “some_default_password”);
highSum.run();
updateScreen();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
// Create the main panel that contains both the game board and the buttons
JPanel mainPanel = new JPanel();
mainPanel.setLayout(new BorderLayout());
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
mainPanel.add(gameTablePanel, BorderLayout.CENTER);
mainPanel.add(buttonsPanel, BorderLayout.SOUTH);
mainPanel.add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
add(mainPanel);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
// This method updates the screen after each game
public void updateScreen() {
gameTablePanel.updateTable(dealer, player);
}
}
package GUIExample;
import java.awt.;
import javax.swing.;
import Model.;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
public GameTablePanel(Dealer dealer, Player player) {
setLayout(new BorderLayout());
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
this.dealer = dealer;
this.player = player;
}
public void updateTable(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
repaint();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw dealer’s cards
int dealerX = 50;
int dealerY = 100;
g.drawString(“Dealer”, dealerX, dealerY - 20);
dealerX = drawPlayerHand(g, dealer, dealerX, dealerY, true);
// Draw player’s cards
int playerX = 50;
int playerY = getHeight() - 200;
g.drawString(“Player”, playerX, playerY - 20);
playerX = drawPlayerHand(g, player, playerX, playerY, false);
// Draw chips on the table
g.setColor(Color.BLACK);
g.setFont(new Font(“Arial”, Font.PLAIN, 18));
g.drawString(“Chips on the table: “, playerX + 50, playerY);
}
private int drawPlayerHand(Graphics g, Player p, int x, int y, boolean isDealer) {
int i = 0;
for (Card c : p.getCardsOnHand()) {
if (isDealer && i == 0) {
new ImageIcon(“images/back.png”).paintIcon(this, g, x, y);
} else {
c.paintIcon(this, g, x, y);
}
x += 100;
i++;
}
return x;
}
}
package GUIExample;
import javax.swing.;
import java.awt.;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, “Login”, true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton(“Login”);
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel(“Login:”));
panel.add(loginField);
panel.add(new JLabel(“Password:”));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println(”*** Please enter an integer “);
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println(” Please enter a double “);
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println(” Please enter a float “);
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println(” Please enter a long “);
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ’ ';
while(!validChoice) {
r = Keyboard.readChar(prompt+” “+charArrayToString(choices)+”:“);
if(!validateChoice(choices,r)) {
System.out.println(“Invalid input”);
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = “[”;
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=”,“;
}
}
s += “]”;
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println(” Please enter a character “);
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase(“yes”) || input.equalsIgnoreCase(“y”) || input.equalsIgnoreCase(“true”)
|| input.equalsIgnoreCase(“t”)) {
return true;
} else if (input.equalsIgnoreCase(“no”) || input.equalsIgnoreCase(“n”) || input.equalsIgnoreCase(“false”)
|| input.equalsIgnoreCase(“f”)) {
return false;
} else {
System.out.println(” Please enter Yes/No or True/False “);
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches(”\d\d/\d\d/\d\d\d\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println(" Please enter a date (DD/MM/YYYY) “);
}
} catch (IllegalArgumentException e) {
System.out.println(” Please enter a date (DD/MM/YYYY) “);
}
}
return date;
}
private static String quit = “0”;
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt(“Enter Choice --> “);
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt(“Invalid Choice, Re-enter --> “);
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, “=”);
System.out.println(title.toUpperCase());
line(80, “-”);
for (int i = 0; i < menu.length; i++) {
System.out.println(”[” + (i + 1) + “] " + menu[i]);
}
System.out.println(”[” + quit + “] Quit”);
line(80, “-”);
}
public static void line(int len, String c) {
System.out.println(String.format(”%” + len + “s”, " “).replaceAll(” “, c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message=”“;
try{
MessageDigest digest = MessageDigest.getInstance(“SHA-256”);
byte[] hash = digest.digest(base.getBytes(“UTF-8”));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append(‘0’);
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,‘-’);
}
public static void printDoubleLine(int num)
{
printLine(num,‘=’);
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println(”");
}
}
package Model;
import javax.swing.;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super(“images/” + suit + name + “.png”);
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return “<HIDDEN CARD>”;
} else {
return “<” + this.suit + " " + this.name + “>”;
}
}
public String display() {
return “<”+this.suit+" “+this.name+” “+this.rank+”>";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super(“Dealer”, “”, 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println(“Dealer shuffle deck”);
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { “Diamond”, “Club”,“Heart”,“Spade”, };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, “Ace”, 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, “” + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, “Jack”, 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, “Queen”, 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, “King”, 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player(“IcePeak”,“A”,100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println(“Thank you for playing HighSum game”);
}
public void displayBetOntable(int bet) {
System.out.println(“Bet on table : “+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+” Wins!”);
}
public void displayDealerWin() {
System.out.println(“Dealer Wins!”);
}
public void displayTie() {
System.out.println(“It is a tie!.”);
}
public void displayPlayerQuit() {
System.out.println(“You have quit the current game.”);
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for (int i = 0; i < player.getCardsOnHand().size(); i++) {
if (i == 0) {
System.out.print(”<HIDDEN CARD> “);
} else {
System.out.print(player.getCardsOnHand().get(i).toString() + " “);
}
}
} else {
for (Card card : player.getCardsOnHand()) {
System.out.print(card + " “);
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println(“Value:”+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println(“Dealer dealing cards - ROUND “+round);
}
public void displayGameStart() {
System.out.println(“Game starts - Dealer shuffle deck”);
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+”, You have “+player.getChips()+” chips”);
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+”, You are left with “+player.getChips()+” chips”);
}
public void displayGameTitle() {
System.out.println(“HighSum GAME”);
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print(”-”);
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print(“=”);
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {‘c’,‘q’};
char r = Keyboard.readChar(“Do you want to [c]all or [q]uit?:”,choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {‘y’,‘n’};
char r = ‘n’;
while(!validChoice) {
r = Keyboard.readChar(“Do you want to follow?”,choices);
//check if player has enff chips to follow
if(r==‘y’ && player.getChips()<dealerBet) {
System.out.println(“You do not have enough chips to follow”);
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {‘y’,‘n’};
char r = Keyboard.readChar(“Next game?”,choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt(“Player call, state bet:”);
if(chipsToBet<0) {
System.out.println(“Chips cannot be negative”);
}else if(chipsToBet>player.getChips()) {
System.out.println(“You do not have enough chips”);
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println(“Dealer call, state bet: 10”);
return 10;
}
}“
These are the requirements to make the highsum GUI work:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API “Swing” and “AWT” packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application “HighSum” done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game.”
edit the code so that when highsum gui is run, there is a gui pop up and the high sum game works. Similar design with the GUIexample class.
|
d9e5620865fb4b38d7f826c5be824163
|
{
"intermediate": 0.31883761286735535,
"beginner": 0.5255798101425171,
"expert": 0.15558259189128876
}
|
7,488
|
how can i solve this problem: Failed to fetch https://github.com/BorisBel02/luna_ppa/dists/luna/main/binary-amd64/Packages 404 Not Found [IP: 140.82.121.3 443]
E: Some index files failed to download. They have been ignored, or old ones used instead.
|
bda71104af0718e263b77b153c0eb555
|
{
"intermediate": 0.5345191955566406,
"beginner": 0.1975126713514328,
"expert": 0.267968088388443
}
|
7,489
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
Scene.cpp:
#include "Scene.h"
Scene::Scene()
{
}
Scene::~Scene()
{
Shutdown();
}
void Scene::Initialize()
{
// Initialize camera and game objects
camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
delete gameObject;
gameObject = nullptr;
}
gameObjects.clear();
camera.Shutdown();
}
void Scene::AddGameObject(GameObject* gameObject)
{
gameObjects.push_back(gameObject);
}
Camera& Scene::GetCamera()
{
return camera;
}
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize(const Mesh& mesh, const Material& material);
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh mesh;
Material material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh.GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh.GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material.GetDescriptorSet();
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material.GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh.GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
//terrainMesh.Cleanup();
//terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
#include <stdexcept>
#include <memory> // Don’t forget to include <memory>
class Material
{
public:
Material();
~Material();
void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
std::shared_ptr <Shader> vertexShader;
std::shared_ptr <Shader> fragmentShader;
std::shared_ptr<Texture> texture;
void CreateDescriptorSet(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
void CreatePipelineLayout(VkDescriptorSetLayout descriptorSetLayout);
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set and pipeline layout
CreateDescriptorSet(descriptorSetLayout, descriptorPool);
CreatePipelineLayout(descriptorSetLayout);
}
void Material::CreateDescriptorSet(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
VkDescriptorSetAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = descriptorPool;
allocInfo.descriptorSetCount = 1;
allocInfo.pSetLayouts = &descriptorSetLayout;
if (vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate descriptor sets!");
}
VkDescriptorImageInfo imageInfo{};
imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
imageInfo.imageView = texture->GetImageView();
imageInfo.sampler = texture->GetSampler();
VkWriteDescriptorSet descriptorWrite{};
descriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptorWrite.dstSet = descriptorSet;
descriptorWrite.dstBinding = 0;
descriptorWrite.dstArrayElement = 0;
descriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptorWrite.descriptorCount = 1;
descriptorWrite.pImageInfo = &imageInfo;
vkUpdateDescriptorSets(device, 1, &descriptorWrite, 0, nullptr);
}
void Material::CreatePipelineLayout(VkDescriptorSetLayout descriptorSetLayout)
{
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 1;
pipelineLayoutInfo.pSetLayouts = &descriptorSetLayout;
if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
throw std::runtime_error("Failed to create pipeline layout!");
}
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture = std::shared_ptr<Texture>(new Texture{}, Texture::Cleanup); // Create a new Texture using shared_ptr
texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
fragmentShader = std::shared_ptr<Shader>(new Shader{}, Shader::Cleanup);
vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
Texture.h:
#pragma once
#include <vulkan/vulkan.h>
#include "stb_image.h" // Include the stb_image header
#include "BufferUtils.h"
#include <string>
class Texture
{
public:
Texture();
~Texture();
void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
VkImageView GetImageView() const;
VkSampler GetSampler() const;
static void Cleanup(Texture* texture);
private:
VkDevice device;
VkImage image;
VkDeviceMemory imageMemory;
VkImageView imageView;
VkSampler sampler;
VkPhysicalDevice physicalDevice;
VkCommandPool commandPool;
VkQueue graphicsQueue;
bool initialized = false;
void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties);
void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels);
void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels);
void CreateSampler(uint32_t mipLevels);
void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height);
// Additional helper functions for texture loading…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup(Texture* texture)
{
// Put the content of the old Cleanup() method here
// Make sure to replace this with texture keyword
// …
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I'm having an issue with rendering the GameObjects. The GameObject for Terrain is initialized properly and seems to be added to the gameObjects vector in Scene::AddGameObject. However, when it comes to rendering the object with gameObject->Render(renderer, camera) the gameObject is uninitialized and all it's variables are null. Based on the code, do you know what could be causing this issue and how to amend the code to fix it?
|
0b6b0d7c9b35c1dbd2807de2e971b3dd
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,490
|
переведи функцию на c++
void __fastcall CCoronas::RegisterCorona(
u_native ID,
CEntity *pAttachedToEntity,
UInt8 R,
UInt8 G,
UInt8 B,
unsigned int Intensity,
const CVector *Coors,
float Size,
float Range,
RwTexture_0 *pCoronaTex,
UInt8 FlareType,
UInt8 ReflType,
UInt8 LOSCheck,
UInt8 UsesTrails,
float fNormalAngle,
int bNeonFade,
float ArgPullTowardsCam,
bool bFullBrightAtStart,
float FadeSpeed,
bool bOnlyFromBelow,
bool bWhiteCore)
{
CMatrix *m_pMat; // r1
float32x2_t v26; // d16
float z; // s0
CSimpleTransform *p_tx; // r2
float32x2_t v29; // d16
unsigned __int64 v30; // d1
float v31; // s2
unsigned int v32; // r1
float v33; // s0
unsigned __int16 v34; // lr
bool v35; // r6
u_native *p_Identifier; // r11
int v37; // r2
int v38; // r3
u_native *v39; // r3
int v40; // r2
int v41; // r6
char v42; // r11
CRegisteredCorona *v43; // r2
char v44; // r0
CRegisteredCorona *v45; // r2
__int64 v46; // d16
char v47; // r1
_BYTE *v48; // r2
char v49; // t1
char v50; // r0
CRegisteredCorona *v51; // r1
char v52; // [sp+4h] [bp-3Ch]
CVector v53; // [sp+8h] [bp-38h] BYREF
if ( pAttachedToEntity )
{
m_pMat = pAttachedToEntity->m_pMat;
if ( !m_pMat )
{
CPlaceable::AllocateMatrix(pAttachedToEntity);
CSimpleTransform::UpdateMatrix(&pAttachedToEntity->m_transform, pAttachedToEntity->m_pMat);
m_pMat = pAttachedToEntity->m_pMat;
}
operator*(&v53, m_pMat, Coors);
v26.n64_u64[0] = *&v53.x;
z = v53.z;
}
else
{
v26.n64_u64[0] = *&Coors->x;
z = Coors->z;
}
p_tx = &TheCamera.m_pMat->tx;
if ( !TheCamera.m_pMat )
p_tx = &TheCamera.m_transform;
v29.n64_u64[0] = vsub_f32(*&p_tx->m_translate.x, v26).n64_u64[0];
v30 = vmul_f32(v29, v29).n64_u64[0];
v31 = *&v30 + *(&v30 + 1);
if ( v31 <= (Range * Range) )
{
v32 = Intensity;
if ( bNeonFade == 1 )
{
v33 = sqrtf(v31 + ((p_tx->m_translate.z - z) * (p_tx->m_translate.z - z)));
if ( v33 < 35.0 )
return;
if ( v33 < 50.0 )
v32 = (((v33 + -35.0) / 15.0) * Intensity);
}
v34 = 0;
v35 = bOnlyFromBelow;
p_Identifier = &CCoronas::aCoronas[0].Identifier;
v37 = 0;
do
{
if ( *p_Identifier == ID )
{
v38 = v37;
goto LABEL_24;
}
++v34;
p_Identifier += 0xF;
++v37;
v38 = v34;
}
while ( v34 < 0x40u );
if ( v34 == 0x40 )
{
if ( !v32 )
return;
v34 = 0;
v39 = &CCoronas::aCoronas[0].Identifier;
v40 = 0;
do
{
if ( !*v39 )
{
v41 = v40;
goto LABEL_27;
}
++v34;
v39 += 0xF;
++v40;
v41 = v34;
}
while ( v34 < 0x40u );
if ( v34 == 0x40 )
return;
LABEL_27:
v42 = bNeonFade;
v43 = &CCoronas::aCoronas[v41];
v52 = *(v43 + 0x36);
v44 = *(v43 + 0x34);
v43->FadedIntensity = -bFullBrightAtStart;
v43->JustCreated = 1;
v43->Identifier = ID;
*(v43 + 0x34) = v44 | 2;
v35 = bOnlyFromBelow;
*(v43 + 0x36) = v52 & 0xFB;
++CCoronas::NumCoronas;
goto LABEL_28;
}
LABEL_24:
v42 = bNeonFade;
if ( !((CCoronas::aCoronas[v38].FadedIntensity | v32) << 0x18) )
{
CCoronas::aCoronas[v38].Identifier = 0;
--CCoronas::NumCoronas;
return;
}
LABEL_28:
v45 = &CCoronas::aCoronas[v34];
v45->Green = G;
v45->Red = R;
v45->Blue = B;
v45->Intensity = v32;
v46 = *&Coors->x;
v47 = *(v45 + 0x34);
v45->Coordinates.z = Coors->z;
v45->RegisteredThisFrame = 1;
v45->Size = Size;
v45->NormalAngle = fNormalAngle;
v45->Range = Range;
v45->pTex = pCoronaTex;
v45->FlareType = FlareType;
v45->ReflectionType = ReflType;
*&v45->Coordinates.x = v46;
*(v45 + 0x34) = v47 & 0xFE | LOSCheck & 1;
v49 = *(v45 + 0x36);
v48 = v45 + 0x36;
*(v48 + 0xFFFFFFEA) = ArgPullTowardsCam;
*(v48 + 0xFFFFFFF2) = FadeSpeed;
v50 = v49 & 0xF4 | v42 | (8 * bWhiteCore) | (2 * v35);
*v48 = v50;
if ( pAttachedToEntity )
{
*v48 = v50 | 0x10;
v51 = &CCoronas::aCoronas[v34];
v51->pEntityAttachedTo = pAttachedToEntity;
CEntity::RegisterReference(pAttachedToEntity, &v51->pEntityAttachedTo);
}
else
{
*v48 = v50 & 0xEF;
CCoronas::aCoronas[v34].pEntityAttachedTo = 0;
}
}
}
|
3260891dd741787ce8489e5d036852d3
|
{
"intermediate": 0.29468634724617004,
"beginner": 0.41470491886138916,
"expert": 0.2906087636947632
}
|
7,491
|
This is my current ide code for highsum gui game:
"import GUIExample.GameTableFrame;
import Model.*;
import GUIExample.LoginDialog;
public class GUIExample {
private Dealer dealer;
private Player player;
private GameTableFrame app;
public GUIExample() {
}
public void run() {
dealer.shuffleCards();
app = new GameTableFrame(dealer, player);
app.setVisible(true); // Replace app.run(); with this line
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
GUIExample example = new GUIExample();
example.dealer = new Dealer();
example.player = new Player(login, password, 10000);
example.run();
}
}
}
package Model;
import Controller.*;
import View.*;
import GUIExample.LoginDialog;
public class HighSum {
private Dealer dealer;
private Player player;
private ViewController view;
private GameController gc;
private int chipsOnTable;
public HighSum() {
}
public void init(String login, String password) {
// Create all the required objects
this.dealer = new Dealer();
this.player = new Player(login, password, 50);
this.view = new ViewController();
// Bring them together
this.gc = new GameController(this.dealer, this.player, this.view);
}
private Player checkWinner() {
if(player.getTotalCardsValue() > dealer.getTotalCardsValue())
return player;
else if(player.getTotalCardsValue() < dealer.getTotalCardsValue())
return dealer;
else
return null;
}
public void run() {
// Starts the game!
boolean carryOn = true;
while (carryOn) {
runOneRound();
if (!gc.getPlayerQuitStatus()) {
char r = this.view.getPlayerNextGame();
if (r == 'n') {
carryOn = false;
}
} else {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for (int round = 1; round <= 4; round++) {
// Code remains same until here
// Check if the player wants to follow or quit
char r;
int chipsToBet;
if (round == 1) {
chipsToBet = this.view.getPlayerCallBetChip(this.player);
} else {
chipsToBet = this.view.getDealerCallBetChips();
}
}
Player winner = checkWinner();
if(playerQuit){
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
}
public static void main(String[] args) {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum();
highSum.init(login, password);
highSum.run();
}
}
}
import javax.swing.*;
import java.awt.event.*;
import Model.HighSum;
import GUIExample.GameTableFrame;
import GUIExample.LoginDialog;
public class HighSumGUI {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
LoginDialog loginDialog = new LoginDialog(null);
loginDialog.setVisible(true);
if (loginDialog.isLoggedIn()) {
String login = loginDialog.getLogin();
String password = loginDialog.getPassword();
HighSum highSum = new HighSum() {
// Override ‘run’ method to display and update the GameTableFrame
@Override
public void run() {
GameTableFrame gameTableFrame = new GameTableFrame(getDealer(), getPlayer());
gameTableFrame.setVisible(true);
// Use a loop to continuously update and start new games as desired by the user
boolean carryOn = true;
while (carryOn) {
runOneRound();
gameTableFrame.updateScreen();
if (!carryOn) {
break;
}
int response = JOptionPane.showConfirmDialog(
gameTableFrame,
"Do you want to play another game?",
"New Game",
JOptionPane.YES_NO_OPTION
);
if (response == JOptionPane.NO_OPTION) {
carryOn = false;
}
}
gameTableFrame.dispose();
}
};
highSum.init(login, password);
highSum.run();
}
}
});
}
}
package Controller;
import Model.Dealer;
import Model.Player;
import View.ViewController;
public class GameController {
private Dealer dealer;
private Player player;
private ViewController view;
private int chipsOnTable;
private boolean playerQuit;
public GameController(Dealer dealer,Player player,ViewController view) {
this.dealer = dealer;
this.player = player;
this.view = view;
this.chipsOnTable = 0;
}
public boolean getPlayerQuitStatus() {
return playerQuit;
}
public void run() {
boolean carryOn= true;
while(carryOn) {
runOneRound();
char r = this.view.getPlayerNextGame();
if(r=='n') {
carryOn = false;
}
}
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayExitGame();
}
public void runOneRound() {
this.view.displayGameTitle();
this.view.displayDoubleLine();
this.view.displayPlayerNameAndChips(this.player);
this.view.displaySingleLine();
this.view.displayGameStart();
this.view.displaySingleLine();
this.dealer.shuffleCards();
this.chipsOnTable = 0;
boolean playerQuit = false;
for(int round = 1;round<=4;round++) {
this.view.displaySingleLine();
this.view.displayDealerDealCardsAndGameRound(round);
this.view.displaySingleLine();
if (round == 1) { //round 1 deal extra card
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
} else {
this.dealer.dealCardTo(this.player);
this.dealer.dealCardTo(this.dealer);
}
this.view.displayPlayerCardsOnHand(this.dealer);
this.view.displayBlankLine();
this.view.displayPlayerCardsOnHand(player);
this.view.displayPlayerTotalCardValue(player);
int whoCanCall = this.dealer.determineWhichCardRankHigher(dealer.getLastCard(), player.getLastCard());
if(whoCanCall==1) {//dealer call
int chipsToBet = this.view. getDealerCallBetChips();
//ask player want to follow?
char r = this.view.getPlayerFollowOrNot(this.player,chipsToBet);
if(r=='y') {
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}else {//player call
if(round==1) {//round 1 player cannot quit
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayBetOntable(this.chipsOnTable);
}else {
char r = this.view.getPlayerCallOrQuit();
if(r=='c') {
int chipsToBet = view.getPlayerCallBetChip(this.player);
this.player.deductChips(chipsToBet);
this.chipsOnTable+=2*chipsToBet;
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayBetOntable(this.chipsOnTable);
}else {
playerQuit = true;
break;
}
}
}
}
//check who win
if(playerQuit) {
this.view.displayPlayerNameAndLeftOverChips(this.player);
this.view.displayPlayerQuit();
}
else if(this.player.getTotalCardsValue()>this.dealer.getTotalCardsValue()) {
this.view.displayPlayerWin(this.player);
this.player.addChips(chipsOnTable);
this.chipsOnTable=0;
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else if(this.player.getTotalCardsValue()<this.dealer.getTotalCardsValue()) {
this.view.displayDealerWin();
this.view.displayPlayerNameAndLeftOverChips(this.player);
}else {
this.view.displayTie();
this.player.addChips(chipsOnTable/2);
this.view.displayPlayerNameAndLeftOverChips(this.player);
}
//put all the cards back to the deck
dealer.addCardsBackToDeck(dealer.getCardsOnHand());
dealer.addCardsBackToDeck(player.getCardsOnHand());
dealer.clearCardsOnHand();
player.clearCardsOnHand();
}
}
package GUIExample;
import Model.Dealer;
import Model.HighSum;
import Model.Player;
import java.awt.BorderLayout;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class GameTableFrame extends JFrame {
private GameTablePanel gameTablePanel;
private Dealer dealer;
private Player player;
private JLabel shufflingLabel;
private JButton playButton;
private JButton quitButton;
public GameTableFrame(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
gameTablePanel = new GameTablePanel(dealer, player);
shufflingLabel = new JLabel("Shuffling");
shufflingLabel.setHorizontalAlignment(SwingConstants.CENTER);
playButton = new JButton("Play");
quitButton = new JButton("Quit");
playButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
shufflingLabel.setVisible(true);
HighSum highSum = new HighSum();
highSum.init(player.getLoginName(), "some_default_password");
highSum.run();
updateScreen();
}
});
quitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
// Create the main panel that contains both the game board and the buttons
JPanel mainPanel = new JPanel();
mainPanel.setLayout(new BorderLayout());
JPanel buttonsPanel = new JPanel();
buttonsPanel.add(playButton);
buttonsPanel.add(quitButton);
mainPanel.add(gameTablePanel, BorderLayout.CENTER);
mainPanel.add(buttonsPanel, BorderLayout.SOUTH);
mainPanel.add(shufflingLabel, BorderLayout.NORTH);
shufflingLabel.setVisible(false);
add(mainPanel);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
}
// This method updates the screen after each game
public void updateScreen() {
gameTablePanel.updateTable(dealer, player);
}
}
package GUIExample;
import java.awt.*;
import javax.swing.*;
import Model.*;
public class GameTablePanel extends JPanel {
private Player player;
private Dealer dealer;
public GameTablePanel(Dealer dealer, Player player) {
setLayout(new BorderLayout());
setBackground(Color.GREEN);
setPreferredSize(new Dimension(1024, 768));
this.dealer = dealer;
this.player = player;
}
public void updateTable(Dealer dealer, Player player) {
this.dealer = dealer;
this.player = player;
repaint();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw dealer’s cards
int dealerX = 50;
int dealerY = 100;
g.drawString("Dealer", dealerX, dealerY - 20);
dealerX = drawPlayerHand(g, dealer, dealerX, dealerY, true);
// Draw player’s cards
int playerX = 50;
int playerY = getHeight() - 200;
g.drawString("Player", playerX, playerY - 20);
playerX = drawPlayerHand(g, player, playerX, playerY, false);
// Draw chips on the table
g.setColor(Color.BLACK);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("Chips on the table: ", playerX + 50, playerY);
}
private int drawPlayerHand(Graphics g, Player p, int x, int y, boolean isDealer) {
int i = 0;
for (Card c : p.getCardsOnHand()) {
if (isDealer && i == 0) {
new ImageIcon("images/back.png").paintIcon(this, g, x, y);
} else {
c.paintIcon(this, g, x, y);
}
x += 100;
i++;
}
return x;
}
}
package GUIExample;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class LoginDialog extends JDialog {
private JTextField loginField;
private JPasswordField passwordField;
private JButton loginButton;
private boolean loggedIn = false;
public LoginDialog(JFrame parent) {
super(parent, "Login", true);
loginField = new JTextField(20);
passwordField = new JPasswordField(20);
loginButton = new JButton("Login");
loginButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
loggedIn = true;
dispose();
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(3, 2));
panel.add(new JLabel("Login:"));
panel.add(loginField);
panel.add(new JLabel("Password:"));
panel.add(passwordField);
panel.add(loginButton);
add(panel);
pack();
setLocationRelativeTo(parent);
}
public String getLogin() {
return loginField.getText();
}
public String getPassword() {
return new String(passwordField.getPassword());
}
public boolean isLoggedIn() {
return loggedIn;
}
}
package Helper;
public class Keyboard {
public static String readString(String prompt) {
System.out.print(prompt);
return new java.util.Scanner(System.in).nextLine();
}
public static int readInt(String prompt) {
int input = 0;
boolean valid = false;
while (!valid) {
try {
input = Integer.parseInt(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter an integer ***");
}
}
return input;
}
public static double readDouble(String prompt) {
double input = 0;
boolean valid = false;
while (!valid) {
try {
input = Double.parseDouble(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a double ***");
}
}
return input;
}
public static float readFloat(String prompt) {
float input = 0;
boolean valid = false;
while (!valid) {
try {
input = Float.parseFloat(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
System.out.println("*** Please enter a float ***");
}
}
return input;
}
public static long readLong(String prompt) {
long input = 0;
boolean valid = false;
while (!valid) {
try {
input = Long.parseLong(readString(prompt));
valid = true;
} catch (NumberFormatException e) {
e.printStackTrace();
System.out.println("*** Please enter a long ***");
}
}
return input;
}
public static char readChar(String prompt,char[] choices) {
boolean validChoice = false;
char r = ' ';
while(!validChoice) {
r = Keyboard.readChar(prompt+" "+charArrayToString(choices)+":");
if(!validateChoice(choices,r)) {
System.out.println("Invalid input");
}else {
validChoice = true;
}
}
return r;
}
private static String charArrayToString(char[] charArray) {
String s = "[";
for(int i=0;i<charArray.length;i++) {
s+=charArray[i];
if(i!=charArray.length-1) {
s+=",";
}
}
s += "]";
return s;
}
private static boolean validateChoice(char[] choices, char choice) {
boolean validChoice = false;
for(int i=0;i<choices.length;i++) {
if(choices[i]==choice) {
validChoice = true;
break;
}
}
return validChoice;
}
public static char readChar(String prompt) {
char input = 0;
boolean valid = false;
while (!valid) {
String temp = readString(prompt);
if (temp.length() != 1) {
System.out.println("*** Please enter a character ***");
} else {
input = temp.charAt(0);
valid = true;
}
}
return input;
}
public static boolean readBoolean(String prompt) {
boolean valid = false;
while (!valid) {
String input = readString(prompt);
if (input.equalsIgnoreCase("yes") || input.equalsIgnoreCase("y") || input.equalsIgnoreCase("true")
|| input.equalsIgnoreCase("t")) {
return true;
} else if (input.equalsIgnoreCase("no") || input.equalsIgnoreCase("n") || input.equalsIgnoreCase("false")
|| input.equalsIgnoreCase("f")) {
return false;
} else {
System.out.println("*** Please enter Yes/No or True/False ***");
}
}
return false;
}
public static java.util.Date readDate(String prompt) {
java.util.Date date = null;
boolean valid = false;
while (!valid) {
try {
String input = readString(prompt).trim();
if (input.matches("\\d\\d/\\d\\d/\\d\\d\\d\\d")) {
int day = Integer.parseInt(input.substring(0, 2));
int month = Integer.parseInt(input.substring(3, 5));
int year = Integer.parseInt(input.substring(6, 10));
java.util.Calendar cal = java.util.Calendar.getInstance();
cal.setLenient(false);
cal.set(year, month - 1, day, 0, 0, 0);
date = cal.getTime();
valid = true;
} else {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
} catch (IllegalArgumentException e) {
System.out.println("*** Please enter a date (DD/MM/YYYY) ***");
}
}
return date;
}
private static String quit = "0";
public static int getUserOption(String title, String[] menu) {
displayMenu(title, menu);
int choice = Keyboard.readInt("Enter Choice --> ");
while (choice > menu.length || choice < 0) {
choice = Keyboard.readInt("Invalid Choice, Re-enter --> ");
}
return choice;
}
private static void displayMenu(String title, String[] menu) {
line(80, "=");
System.out.println(title.toUpperCase());
line(80, "-");
for (int i = 0; i < menu.length; i++) {
System.out.println("[" + (i + 1) + "] " + menu[i]);
}
System.out.println("[" + quit + "] Quit");
line(80, "-");
}
public static void line(int len, String c) {
System.out.println(String.format("%" + len + "s", " ").replaceAll(" ", c));
}
}
package Helper;
import java.security.MessageDigest;
public class Utility {
public static String getHash(String base)
{
String message="";
try{
MessageDigest digest = MessageDigest.getInstance("SHA-256");
byte[] hash = digest.digest(base.getBytes("UTF-8"));
StringBuffer hexString = new StringBuffer();
for (int i = 0; i < hash.length; i++) {
String hex = Integer.toHexString(0xff & hash[i]);
if(hex.length() == 1) hexString.append('0');
hexString.append(hex);
}
message = hexString.toString();
} catch(Exception ex){
throw new RuntimeException(ex);
}
return message;
}
public static void printLine(int num)
{
printLine(num,'-');
}
public static void printDoubleLine(int num)
{
printLine(num,'=');
}
public static void printLine(int num,char pattern)
{
for(int i =0;i<num;i++)
{
System.out.print(pattern);
}
System.out.println("");
}
}
package Model;
import javax.swing.*;
public class Card extends ImageIcon {
private String suit;
private String name;
private int value;
private int rank;
private boolean faceDown;
public Card(String suit, String name, int value, int rank) {
super("images/" + suit + name + ".png");
this.suit = suit;
this.name = name;
this.value = value;
this.rank = rank;
this.faceDown = false;
}
public boolean isFaceDown() {
return this.faceDown;
}
public void setFaceDown(boolean faceDown) {
this.faceDown = faceDown;
}
public String getSuit() {
return this.suit;
}
public String getName() {
return this.name;
}
public int getValue() {
return this.value;
}
public int getRank() {
return this.rank;
}
public String toString() {
if (this.faceDown) {
return "<HIDDEN CARD>";
} else {
return "<" + this.suit + " " + this.name + ">";
}
}
public String display() {
return "<"+this.suit+" "+this.name+" "+this.rank+">";
}
}
//card rank
// D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Dealer extends Player {
private Deck deck;
public Dealer() {
super("Dealer", "", 0);
deck = new Deck();
}
public void shuffleCards() {
System.out.println("Dealer shuffle deck");
deck.shuffle();
}
public void dealCardTo(Player player) {
Card card = deck.dealCard(); // take a card out from the deck
player.addCard(card); // pass the card into the player
}
public void addCardsBackToDeck(ArrayList<Card> cards) {
deck.appendCard(cards);
}
//return 1 if card1 rank higher, else return 2
public int determineWhichCardRankHigher(Card card1, Card card2) {
if(card1.getRank()>card2.getRank()) {
return 1;
}else {
return 2;
}
}
}
package Model;
import java.util.*;
public class Deck {
private ArrayList<Card> cards;
public Deck() {
cards = new ArrayList<Card>();
String[] suits = { "Diamond", "Club","Heart","Spade", };
for (int i = 0; i < suits.length; i++) {
String suit = suits[i];
Card card = new Card(suit, "Ace", 1,1+i);
cards.add(card);
int c = 5;
for (int n = 2; n <= 10; n++) {
Card oCard = new Card(suit, "" + n, n,c+i);
cards.add(oCard);
c+=4;
}
Card jackCard = new Card(suit, "Jack", 10,41+i);
cards.add(jackCard);
Card queenCard = new Card(suit, "Queen", 10,45+i);
cards.add(queenCard);
Card kingCard = new Card(suit, "King", 10,49+i);
cards.add(kingCard);
}
}
public Card dealCard() {
return cards.remove(0);
}
//add back one card
public void appendCard(Card card) {
cards.add(card);
}
//add back arraylist of cards
public void appendCard(ArrayList<Card> cards) {
for(Card card: cards) {
this.cards.add(card);
}
}
public void shuffle() {
Random random = new Random();
for(int i=0;i<10000;i++) {
int indexA = random.nextInt(cards.size());
int indexB = random.nextInt(cards.size());
Card cardA = cards.get(indexA);
Card cardB = cards.get(indexB);
cards.set(indexA, cardB);
cards.set(indexB, cardA);
}
}
//for internal use only
private void showCards() {
for (Card card : cards) {
System.out.println(card);
}
}
//for internal use only
private void displayCards() {
for (Card card : cards) {
System.out.println(card.display());
}
}
public static void main(String[] args) {
Deck deck = new Deck();
//deck.shuffle();
/*Card card1 = deck.dealCard();
Card card2 = deck.dealCard();
Card card3 = deck.dealCard();
deck.showCards();
ArrayList<Card> cards = new ArrayList<Card>();
cards.add(card1);
cards.add(card2);
cards.add(card3);
deck.appendCard(cards);
System.out.println();*/
deck.displayCards();
}
}
//card rank
//D C H S
//1 1 2 3 4
//2 5 6 7 8
//3 9 10 11 12
//4 13 14 15 16
//5 17 18 19 20
//6 21 22 23 24
//7 25 26 27 28
//8 29 30 31 32
//9 33 34 35 36
//10 37 38 39 40
//J 41 42 43 44
//Q 45 46 47 48
//K 49 50 51 52
package Model;
import java.util.*;
public class Player extends User{
private int chips;
protected ArrayList<Card> cardsOnHand;
public Player(String loginName, String password, int chips) {
super(loginName, password);
this.chips = chips;
this.cardsOnHand = new ArrayList<Card>();
}
public int getChips() {
return this.chips;
}
public void addChips(int amount) {
this.chips+=amount;//no error check
}
public void deductChips(int amount) {
this.chips-=amount;//no error check
}
public void addCard(Card card) {
this.cardsOnHand.add(card);
}
public ArrayList<Card> getCardsOnHand() {
return this.cardsOnHand;
}
public int getTotalCardsValue() {
int total = 0;
for(Card card: this.cardsOnHand) {
total+=card.getValue();
}
return total;
}
public Card getLastCard() {
return this.cardsOnHand.get(this.cardsOnHand.size()-1);
}
public void clearCardsOnHand() {
this.cardsOnHand.clear();
}
//Think of the action that a player can take
//implement more related methods here
public static void main(String[] args) {
// TODO Auto-generated method stub
Player player = new Player("IcePeak","A",100);
System.out.println(player.getChips());
player.deductChips(10);
System.out.println(player.getChips());
player.addChips(20);
System.out.println(player.getChips());
}
}
package Model;
import Helper.*;
abstract public class User {
private String loginName;
private String hashPassword;
public User(String loginName, String password) {
this.loginName = loginName;
this.hashPassword = Utility.getHash(password);
}
public String getLoginName() {
return this.loginName;
}
public boolean checkPassword(String password) {
return this.hashPassword.equals(Utility.getHash(password));
}
}
package View;
import Helper.Keyboard;
import Model.*;
//all input and output should be done view ViewController
//so that it is easier to implement GUI later
public class ViewController {
public void displayExitGame() {
System.out.println("Thank you for playing HighSum game");
}
public void displayBetOntable(int bet) {
System.out.println("Bet on table : "+bet);
}
public void displayPlayerWin(Player player) {
System.out.println(player.getLoginName()+" Wins!");
}
public void displayDealerWin() {
System.out.println("Dealer Wins!");
}
public void displayTie() {
System.out.println("It is a tie!.");
}
public void displayPlayerQuit() {
System.out.println("You have quit the current game.");
}
public void displayPlayerCardsOnHand(Player player) {
System.out.println(player.getLoginName());
if(player instanceof Dealer) {
for (int i = 0; i < player.getCardsOnHand().size(); i++) {
if (i == 0) {
System.out.print("<HIDDEN CARD> ");
} else {
System.out.print(player.getCardsOnHand().get(i).toString() + " ");
}
}
} else {
for (Card card : player.getCardsOnHand()) {
System.out.print(card + " ");
}
}
System.out.println();
}
public void displayBlankLine() {
System.out.println();
}
public void displayPlayerTotalCardValue(Player player) {
System.out.println("Value:"+player.getTotalCardsValue());
}
public void displayDealerDealCardsAndGameRound(int round) {
System.out.println("Dealer dealing cards - ROUND "+round);
}
public void displayGameStart() {
System.out.println("Game starts - Dealer shuffle deck");
}
public void displayPlayerNameAndChips(Player player) {
System.out.println(player.getLoginName()+", You have "+player.getChips()+" chips");
}
public void displayPlayerNameAndLeftOverChips(Player player) {
System.out.println(player.getLoginName()+", You are left with "+player.getChips()+" chips");
}
public void displayGameTitle() {
System.out.println("HighSum GAME");
}
public void displaySingleLine() {
for(int i=0;i<30;i++) {
System.out.print("-");
}
System.out.println();
}
public void displayDoubleLine() {
for(int i=0;i<30;i++) {
System.out.print("=");
}
System.out.println();
}
public char getPlayerCallOrQuit() {
char[] choices = {'c','q'};
char r = Keyboard.readChar("Do you want to [c]all or [q]uit?:",choices);
return r;
}
public char getPlayerFollowOrNot(Player player, int dealerBet) {
boolean validChoice = false;
char[] choices = {'y','n'};
char r = 'n';
while(!validChoice) {
r = Keyboard.readChar("Do you want to follow?",choices);
//check if player has enff chips to follow
if(r=='y' && player.getChips()<dealerBet) {
System.out.println("You do not have enough chips to follow");
displayPlayerNameAndChips(player);
}else {
validChoice = true;
}
}
return r;
}
public char getPlayerNextGame() {
char[] choices = {'y','n'};
char r = Keyboard.readChar("Next game?",choices);
return r;
}
public int getPlayerCallBetChip(Player player) {
boolean validBetAmount = false;
int chipsToBet = 0;
while(!validBetAmount) {
chipsToBet = Keyboard.readInt("Player call, state bet:");
if(chipsToBet<0) {
System.out.println("Chips cannot be negative");
}else if(chipsToBet>player.getChips()) {
System.out.println("You do not have enough chips");
}else {
validBetAmount = true;
}
}
return chipsToBet;
}
public int getDealerCallBetChips() {
System.out.println("Dealer call, state bet: 10");
return 10;
}
}"
These are the requirements to make the highsum GUI work:
“On completion of this assignment a student should be able to write a Java application that: • Makes use of Java API "Swing" and "AWT" packages • Handles generated events • Makes use of layout manager to organize the GUI components • Know how to apply and design a program using object-oriented concepts 2. Task Enhance the one player Java game application "HighSum" done in Assignment 1 with Graphical User Interface (GUI). 2.1 Login The game starts by the player logging into the game. Page 2 Copyright SCIT, University of Wollongong, 2023 2.2 Play Game The game starts after the player click on “Login”. First, the dealer will shuffles the deck. (You may include animation in this frame to simulate “shuffle” effect as enhancement.) Then the dealer deals two cards from the top of the deck to the player and itself. Since the player’s last card is higher than the dealer’s last card, the player gets to Call the game. Assume the player states 10 as the bet chips. The player’s chip will be deducted by 10. Page 3 Copyright SCIT, University of Wollongong, 2023 The chips on table will be updated to 20 and the dealer deals cards for next round. Assume the dealer’s last card is higher than the player’s last card. The dealer Call the game and the player gets to choose to Follow or Quit the game. If the player follows the game, 10 chips will be deducted from the player’s balance chips. (Asumme the dealer place 10 chips.) The games carry on for maximum of four rounds. In the last round, the player with the highest total sum wins the game. And the game continues until the player exits the game."
there are errors: "Description Resource Path Location Type
The method getDealer() is undefined for the type new HighSum(){} HighSumGUI.java /A3Skeleton/src line 23 Java Problem
The method getPlayer() is undefined for the type new HighSum(){} HighSumGUI.java /A3Skeleton/src line 23 Java Problem
"
|
33971e6a097ef12786aa4be337569844
|
{
"intermediate": 0.32649990916252136,
"beginner": 0.5263072848320007,
"expert": 0.1471928358078003
}
|
7,492
|
import pygame
import time
import random
pygame.init()
white = (255, 255, 255)
yellow = (255, 255, 102)
black = (0, 0, 0)
red = (213, 50, 80)
green = (0, 255, 0)
blue = (50, 153, 213)
dis_width = 1000
dis_height = 800
dis = pygame.display.set_mode((dis_width, dis_height))
pygame.display.set_caption('Snake')
clock = pygame.time.Clock()
snake_block = 10
snake_speed = 30
life = 3
font_style = pygame.font.SysFont('bahnschrift', 25)
score_font = pygame.font.SysFont('comicsansms', 35)
def Your_score(score):
value = score_font.render("Your Score: " + str(score), True, yellow)
dis.blit(value, [0, 0])
def life_snake(life):
life_text = score_font.render("Lives: " + str(life), True, yellow)
dis.blit(life_text, [850, 0])
def our_snake(snake_block, snake_list):
for x in snake_list:
pygame.draw.rect(dis, black, [x[0], x[1], snake_block, snake_block])
def message(msg, color):
mesg = font_style.render(msg, True, color)
dis.blit(mesg, [dis_width / 6, dis_height / 3])
def gameLoop():
global life
game_over = False
game_close = False
x1 = dis_width / 2
y1 = dis_height / 2
x1_change = 0
y1_change = 0
snake_List = []
Length_of_snake = 1
foodx = round(random.randrange(0, dis_width - snake_block) / 10.0) * 10.0
foody = round(random.randrange(0, dis_height - snake_block) / 10.0) * 10.0
while not game_over:
while game_close:
dis.fill(blue)
life -= 1
life_snake(life)
our_snake(snake_block, snake_List)
x1 = dis_width / 2
y1 = dis_height / 2
if life == 0:
message('You Lost!', red)
Your_score(Length_of_snake - 1)
pygame.display.update()
time.sleep(2)
game_over = True
game_close = False
else:
pygame.draw.rect(dis, red, [x1, y1, snake_block, snake_block])
pygame.display.update()
time.sleep(1)
game_close = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
x1_change = -snake_block
y1_change = 0
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
x1_change = snake_block
y1_change = 0
elif event.key == pygame.K_UP or event.key == pygame.K_w:
y1_change = -snake_block
x1_change = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
y1_change = snake_block
x1_change = 0
if x1 >= dis_width or x1 < 0 or y1 >= dis_height or y1 < 0:
game_close = True
x1 += x1_change
y1 += y1_change
dis.fill(blue)
pygame.draw.rect(dis, green, [foodx, foody, snake_block, snake_block])
snake_Head = []
snake_Head.append(x1)
snake_Head.append(y1)
snake_List.append(snake_Head)
if len(snake_List) > Length_of_snake:
del snake_List[0]
for x in snake_List[:-1]:
if x == snake_Head:
game_close = True
our_snake(snake_block, snake_List)
Your_score(Length_of_snake - 1)
life_snake(life)
pygame.display.update()
if x1 == foodx and y1 == foody:
foodx = round(random.randrange(0, dis_width - snake_block) / 10.0) * 10.0
foody = round(random.randrange(0, dis_height - snake_block) / 10.0) * 10.0
Length_of_snake += 1
clock.tick(snake_speed)
pygame.quit()
quit()
gameLoop() добавь на экран прямоугольник серого цвета, ширина прямоугольника 10, длина 100, координаты отрисовки: 700 по x, 300 по y. При столкновении головы змейки с прямоугольником, у змейки будет отниматься одна жизнь
|
8f520483b3878369d2933cb8d4b83e7a
|
{
"intermediate": 0.3403594195842743,
"beginner": 0.4261748492717743,
"expert": 0.2334657460451126
}
|
7,493
|
import pygame
import time
import random
pygame.init()
white = (255, 255, 255)
yellow = (255, 255, 102)
black = (0, 0, 0)
red = (213, 50, 80)
green = (0, 255, 0)
blue = (1, 6, 148)
gray = (128, 128, 128)
dark_green = (18, 112, 8)
dis_width = 1000
dis_height = 800
dis = pygame.display.set_mode((dis_width, dis_height))
pygame.display.set_caption('Snake')
clock = pygame.time.Clock()
snake_block = 10
snake_speed = 30
life = 3
font_style = pygame.font.SysFont('bahnschrift', 25)
score_font = pygame.font.SysFont('comicsansms', 35)
def Your_score(score):
value = score_font.render("Your Score: " + str(score), True, yellow)
dis.blit(value, [0, 0])
def life_snake(life):
life_text = score_font.render("Lives: " + str(life), True, yellow)
dis.blit(life_text, [850, 0])
def our_snake(snake_block, snake_list):
for x in snake_list:
pygame.draw.rect(dis, black, [x[0], x[1], snake_block, snake_block])
def message(msg, color):
mesg = font_style.render(msg, True, color)
dis.blit(mesg, [dis_width / 6, dis_height / 3])
def gameLoop():
global life
game_over = False
game_close = False
x1 = dis_width / 2
y1 = dis_height / 2
x1_change = 0
y1_change = 0
snake_List = []
Length_of_snake = 1
foodx = round(random.randrange(0, dis_width - snake_block) / 10.0) * 10.0
foody = round(random.randrange(0, dis_height - snake_block) / 10.0) * 10.0
obstacle_x = 700
obstacle_y = 300
while not game_over:
while game_close:
dis.fill(dark_green)
life -= 1
life_snake(life)
our_snake(snake_block, snake_List)
x1 = dis_width / 2
y1 = dis_height / 2
if life == 0:
message('You Lost!', red)
Your_score(Length_of_snake - 1)
pygame.display.update()
time.sleep(2)
game_over = True
game_close = False
else:
pygame.draw.rect(dis, red, [x1, y1, snake_block, snake_block])
pygame.display.update()
time.sleep(1)
game_close = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
x1_change = -snake_block
y1_change = 0
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
x1_change = snake_block
y1_change = 0
elif event.key == pygame.K_UP or event.key == pygame.K_w:
y1_change = -snake_block
x1_change = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
y1_change = snake_block
x1_change = 0
if x1 >= dis_width or x1 < 0 or y1 >= dis_height or y1 < 0:
game_close = True
x1 += x1_change
y1 += y1_change
dis.fill(dark_green)
pygame.draw.rect(dis, blue, [foodx, foody, snake_block, snake_block])
pygame.draw.rect(dis, gray, [obstacle_x, obstacle_y, 100, snake_block])
snake_Head = []
snake_Head.append(x1)
snake_Head.append(y1)
snake_List.append(snake_Head)
if len(snake_List) > Length_of_snake:
del snake_List[0]
for x in snake_List[:-1]:
if x == snake_Head:
game_close = True
if obstacle_x <= x1 < obstacle_x + 100 and obstacle_y <= y1 < obstacle_y + snake_block:
life -= 1
life_snake(life)
our_snake(snake_block, snake_List)
time.sleep(1)
x1 = dis_width / 2
y1 = dis_height / 2
if life == 0:
message('You Lost!', red)
Your_score(Length_of_snake - 1)
pygame.display.update()
time.sleep(2)
game_over = True
game_close = False
our_snake(snake_block, snake_List)
Your_score(Length_of_snake - 1)
life_snake(life)
pygame.display.update()
if x1 == foodx and y1 == foody:
foodx = round(random.randrange(0, dis_width - snake_block) / 10.0) * 10.0
foody = round(random.randrange(0, dis_height - snake_block) / 10.0) * 10.0
Length_of_snake += 1
clock.tick(snake_speed)
pygame.quit()
quit()
gameLoop() выведи в левый нижний угол экрана таймер на 60 секунд, по истечении которых пользователь проигрывает, то есть значение переменной life = 0
|
68e34be66ebcd5e739e5465b47be3a19
|
{
"intermediate": 0.30620506405830383,
"beginner": 0.42386531829833984,
"expert": 0.26992958784103394
}
|
7,494
|
import pygame
import time
import random
pygame.init()
white = (255, 255, 255)
yellow = (255, 255, 102)
black = (0, 0, 0)
red = (213, 50, 80)
green = (0, 255, 0)
blue = (1, 6, 148)
gray = (128, 128, 128)
dark_green = (18, 112, 8)
dis_width = 1000
dis_height = 800
dis = pygame.display.set_mode((dis_width, dis_height))
pygame.display.set_caption('Snake')
clock = pygame.time.Clock()
snake_block = 10
snake_speed = 30
life = 3
font_style = pygame.font.SysFont('bahnschrift', 25)
score_font = pygame.font.SysFont('comicsansms', 35)
def Your_score(score):
value = score_font.render("Your Score: " + str(score), True, yellow)
dis.blit(value, [0, 0])
def life_snake(life):
life_text = score_font.render("Lives: " + str(life), True, yellow)
dis.blit(life_text, [850, 0])
def our_snake(snake_block, snake_list):
for x in snake_list:
pygame.draw.rect(dis, black, [x[0], x[1], snake_block, snake_block])
def message(msg, color):
mesg = font_style.render(msg, True, color)
dis.blit(mesg, [dis_width / 6, dis_height / 3])
def gameLoop():
global life
game_over = False
game_close = False
x1 = dis_width / 2
y1 = dis_height / 2
x1_change = 0
y1_change = 0
snake_List = []
Length_of_snake = 1
foodx = round(random.randrange(0, dis_width - snake_block) / 10.0) * 10.0
foody = round(random.randrange(0, dis_height - snake_block) / 10.0) * 10.0
obstacle_x = 700
obstacle_y = 300
timer = 60
start_time = time.time()
while not game_over:
while game_close:
dis.fill(dark_green)
life -= 1
life_snake(life)
our_snake(snake_block, snake_List)
x1 = dis_width / 2
y1 = dis_height / 2
if life == 0:
message('You Lost!', red)
Your_score(Length_of_snake - 1)
pygame.display.update()
time.sleep(2)
game_over = True
game_close = False
else:
pygame.draw.rect(dis, red, [x1, y1, snake_block, snake_block])
pygame.display.update()
time.sleep(1)
game_close = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
x1_change = -snake_block
y1_change = 0
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
x1_change = snake_block
y1_change = 0
elif event.key == pygame.K_UP or event.key == pygame.K_w:
y1_change = -snake_block
x1_change = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
y1_change = snake_block
x1_change = 0
if x1 >= dis_width or x1 < 0 or y1 >= dis_height or y1 < 0:
game_close = True
x1 += x1_change
y1 += y1_change
dis.fill(dark_green)
pygame.draw.rect(dis, blue, [foodx, foody, snake_block, snake_block])
pygame.draw.rect(dis, gray, [obstacle_x, obstacle_y, 100, snake_block])
snake_Head = []
snake_Head.append(x1)
snake_Head.append(y1)
snake_List.append(snake_Head)
if len(snake_List) > Length_of_snake:
del snake_List[0]
for x in snake_List[:-1]:
if x == snake_Head:
game_close = True
if obstacle_x <= x1 < obstacle_x + 100 and obstacle_y <= y1 < obstacle_y + snake_block:
life -= 1
life_snake(life)
our_snake(snake_block, snake_List)
time.sleep(1)
x1 = dis_width / 2
y1 = dis_height / 2
if life == 0:
message('You Lost!', red)
Your_score(Length_of_snake - 1)
pygame.display.update()
time.sleep(2)
game_over = True
game_close = False
our_snake(snake_block, snake_List)
Your_score(Length_of_snake - 1)
life_snake(life)
time_elapsed = time.time() - start_time
if time_elapsed >= timer:
life = 0
else:
time_left = int(timer - time_elapsed)
time_text = score_font.render(str(time_left), True, yellow)
dis.blit(time_text, [0, 750])
pygame.display.update()
if x1 == foodx and y1 == foody:
foodx = round(random.randrange(0, dis_width - snake_block) / 10.0) * 10.0
foody = round(random.randrange(0, dis_height - snake_block) / 10.0) * 10.0
Length_of_snake += 1
clock.tick(snake_speed)
pygame.quit()
quit()
gameLoop() сделай так, чтобы при score = 10, игра заканчивалась, и пользователь видел надпись 'You win!' в течении 2-х секунд ,а затем окно закрывалось
|
7d4e5c1dd8894d233405d1a4b66d579c
|
{
"intermediate": 0.2596583962440491,
"beginner": 0.4756056070327759,
"expert": 0.26473596692085266
}
|
7,495
|
is alpine os has openmpi packages?
|
d18e647c63a2ac059a4063a8e369d787
|
{
"intermediate": 0.4387373626232147,
"beginner": 0.17297512292861938,
"expert": 0.38828757405281067
}
|
7,496
|
This is the IDE program code:
"import java.util.ArrayList;
public class BinarySearchSequence {
public static ArrayList<Integer> binarySearchIndexSequence(int num, int[] numArray) {
ArrayList<Integer> sequence = new ArrayList<Integer>();//do not change
//complete your code here
return sequence;//do not change
}
}
import java.util.ArrayList;
public class Test {
public static void main(String[] args) {
boolean assertEnable = false;
assert assertEnable=true;
if(!assertEnable) {
System.out.println("Enable assertion before the test");
}else {
System.out.println("Assertion Enabled");
test();
}
}
private static void test() {
int[] numArray = { 1,2,3,4,5,6,7,8,9,10 };
try {
ArrayList<Integer> sequence = BinarySearchSequence.binarySearchIndexSequence(1, numArray);
int[] expected1 = {4,1,0};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected1)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(2, numArray);
int[] expected2 = {4,1};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected2)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(3, numArray);
int[] expected3 = {4,1,2};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected3)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(4, numArray);
int[] expected4 = {4,1,2,3};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected4)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(5, numArray);
int[] expected5 = {4};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected5)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(6, numArray);
int[] expected6 = {4,7,5};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected6)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(7, numArray);
int[] expected7 = {4,7,5,6};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected7)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(8, numArray);
int[] expected8 = {4,7};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected8)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(9, numArray);
int[] expected9 = {4,7,8};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected9)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(10, numArray);
int[] expected10 = {4,7,8,9};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected10)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(-1, numArray);
int[] expected11 = {4,1,0,-1};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected11)==true;
sequence = BinarySearchSequence.binarySearchIndexSequence(11, numArray);
int[] expected12 = {4,7,8,9,-1};
assert checkIfTwoArraysHaveTheSameContent(sequence.toArray(),expected12)==true;
System.out.println("Test case passed");
}catch(AssertionError ex) {
System.out.println("Test case failed");
}
}
private static boolean checkIfTwoArraysHaveTheSameContent(Object[] nums1, int[] nums2) {
if(nums1.length!=nums2.length) {
return false;
}
boolean isSame = true;
for(int i=0;i<nums1.length;i++) {
int n1 = (Integer)nums1[i];
int n2 = nums2[i];
if(n1!=n2) {
isSame = false;
break;
}
}
return isSame;
}
}"
these are the requirements: "Implement a function binarySearchIndexSequence() that takes in an integer to search, an array of integers to search from and returns an ArrayList of integers that consists of the search index sequence of the binary search.
For example, for an integer array
int[] numArray = { 1,2,3,4,5,6,7,8,9,10 };
Function call
Returns
binarySearchIndexSequence
(1, numArray); 4 1 0
binarySearchIndexSequence
(2, numArray); 4 1
binarySearchIndexSequence
(3, numArray); 4 1 2
binarySearchIndexSequence
(4, numArray); 4 1 2 3
binarySearchIndexSequence
(5, numArray); 4
binarySearchIndexSequence
(6, numArray); 4 7 5
binarySearchIndexSequence
(7, numArray); 4 7 5 6
binarySearchIndexSequence
(8, numArray); 4 7
binarySearchIndexSequence
(9, numArray); 4 7 8
binarySearchIndexSequence
(10, numArray); 4 7 8 9
binarySearchIndexSequence
(-1, numArray); 4 1 0 -1
binarySearchIndexSequence
(11, numArray); 4 7 8 9 -1"
Edit the code so that when the test.java is run, assertion enabled and test passed will be shown.
|
33381b98d72a01b8f326e3a2fb1eb1c8
|
{
"intermediate": 0.23971842229366302,
"beginner": 0.4672833979129791,
"expert": 0.29299819469451904
}
|
7,497
|
You are an expert in the field of data processing and software programming. I will provide you with detailed information about my technical problems, and your responsibility is to help me solve the technical problems. Use the easy-to-understand language in your answer suitable for people at all levels. Step-by-step to explain and implement your solution. I hope you reply to the solution instead than write any explanation.
My problem is: the vehicle steering wheel angle pulse input test experimental data processing process, please give a matlab example to achieve this function,the purpose is to get the steering wheel Angle and the vehicle yawrate, Latg amplitude frequency characteristic curve
|
e2a0501a8eb0f2efd33f3dceabf5adb6
|
{
"intermediate": 0.37103256583213806,
"beginner": 0.29700005054473877,
"expert": 0.33196741342544556
}
|
7,498
|
code jva advanced for xo game
|
dc3b8b89540c571e2fe8ce801f121498
|
{
"intermediate": 0.3063148558139801,
"beginner": 0.2801593840122223,
"expert": 0.4135257601737976
}
|
7,499
|
nth digit of int in dart
|
d2df1589bf0ddacf576b55b8aaaa772e
|
{
"intermediate": 0.3695368468761444,
"beginner": 0.2975412905216217,
"expert": 0.3329218327999115
}
|
7,500
|
Create a <hr> for me in the form of a frame
|
c9ed7ca34254daff50a075552f241f76
|
{
"intermediate": 0.3542312681674957,
"beginner": 0.23242926597595215,
"expert": 0.4133394956588745
}
|
7,501
|
java advanced code for xo game with the class of the server and class of the clinent using network
|
74413bc4f0224a759e06b6216d3c883f
|
{
"intermediate": 0.20715077221393585,
"beginner": 0.20293764770030975,
"expert": 0.5899115204811096
}
|
7,502
|
I wrote a vba code to check if column B has the word Reminder at the start value. Unfortunately it is not working. Can you help? Sub Checks()
Dim wscf As Worksheet
Dim isReminderPresent As Boolean
Dim insured As Boolean
Dim dbsd As Boolean
Dim lastRow As Long
Dim wsjr As Worksheet
Dim wswp As Worksheet
Dim adminReminderCell As Range
Dim answer As VbMsgBoxResult
Set wscf = Worksheets(Range("I2").Value)
Set wsjr = Worksheets("Reminders")
Set adminReminderCell = Nothing
If Not wscf Is Nothing Then
Set adminReminderCell = wscf.UsedRange.Columns("B").Find("Reminder * ", , xlValues, xlWhole, xlByColumns)
End If
If Not adminReminderCell Is Nothing Then 'Reminder Found
'Range("B2").Select
Call OutstandingReminder
Const ADMIN_REQUEST_EXISTS_MSG As String = "Reminder Found. Do you want to create a New Reminder?"
If Not adminReminderCell Is Nothing Then 'Reminder Found in Contractors File
answer = MsgBox(ADMIN_REQUEST_EXISTS_MSG, vbYesNo + vbQuestion, "Resend details")
If answer = vbYes Then
Call EnterCheckReminder
Else
Call ClearReminder
Exit Sub
End If
End If
End If
End Sub
|
58e3e6700106dedbec1408471a2c3e38
|
{
"intermediate": 0.4365660846233368,
"beginner": 0.35816067457199097,
"expert": 0.20527325570583344
}
|
7,503
|
java code of server and client for xo game using networking
|
2ee3debcc43a49871ec011e390c03e83
|
{
"intermediate": 0.4257214367389679,
"beginner": 0.21109114587306976,
"expert": 0.36318737268447876
}
|
7,504
|
delegation in kotlin
|
28af3c4911f5e7453d0592c8a0a0d615
|
{
"intermediate": 0.37858209013938904,
"beginner": 0.2669404447078705,
"expert": 0.35447752475738525
}
|
7,505
|
Give me the KNN algorithm withe the eculdian Distance to be in a python file
|
32668748685fed31b63dac46bcd9ce13
|
{
"intermediate": 0.09644696861505508,
"beginner": 0.03369985148310661,
"expert": 0.8698531985282898
}
|
7,506
|
I have problem with OkHttp in kubernetes cluster. We cannot achieve evenly distribution. Can you fix it?
|
27b94d7cc11089c66e940f67af2beff9
|
{
"intermediate": 0.5466164946556091,
"beginner": 0.12606088817119598,
"expert": 0.3273226320743561
}
|
7,507
|
Kaeleigh has emailed you a CSV file with four columns: UBID, enrollment date, graduation date, and student type (either Full-Time or Part-Time). She has requested that you develop a program to filter the file in order to identify students who meet specific criteria. Specifically, you need to identify full-time students who took more than four years to graduate and part-time students who took more than seven years to graduate. The resulting CSV file should only include the students who meet these criteria. It should have the same columns as the original file, including the header row, and an additional column called "NumberOfYears."
## Guideline
**PLEASE READ CAREFULLY!!!**
1. Filter `input.csv` to create a new file called `output.csv`
2. Just take the difference between the year and do not worry about months.
3. Submit the complete code and answer to each question as an HTML file converted from markdown. Just modify the attached markdown file.
4. When grading, run the code to verify the output and then grade the answers to each question to assess if they make sense.
5. You cannot use PANDAS or the CSV module. Please use basic python.
|
e632f956b1039977327c8797fa9df02c
|
{
"intermediate": 0.41018420457839966,
"beginner": 0.27466511726379395,
"expert": 0.3151507079601288
}
|
7,508
|
webstorm element-plus unknown html tag
|
3c954287d58569a0b223bc010574ae6f
|
{
"intermediate": 0.4708869159221649,
"beginner": 0.2963162064552307,
"expert": 0.23279686272144318
}
|
7,509
|
#include <stdio.h>
#include <stdlib.h>
#include <pthread.h>
#include <time.h>
#include <unistd.h>
int c = 1;
int num_animals = 3;
typedef enum
{ BEAR, BIRD, PANDA } AnimalType;
typedef enum
{ ALIVE, DEAD } AnimalStatus;
typedef struct
{
int x;
int y;
} Location;
typedef enum
{ FEEDING, NESTING, WINTERING } SiteType;
typedef struct
{
/** animal can be DEAD or ALIVE*/
AnimalStatus status;
/** animal type, bear, bird, panda*/
AnimalType type;
/** its location in 2D site grid*/
Location location;
} Animal;
/*example usage*/
Animal bird, bear, panda;
/** type of Hunter*/
typedef struct
{
/** points indicate the number of animals, a hunter killed*/
int points;
/** its location in the site grid*/
Location location;
} Hunter;
/** type of a site (a cell in the grid)*/
typedef struct
{
/** array of pointers to the hunters located at this site*/
Hunter **hunters;
/** the number of hunters at this site*/
int nhunters;
/** array of pointers to the animals located at this site*/
Animal **animals;
/** the number of animals at this site*/
int nanimals;
/** the type of site*/
SiteType type;
} Site;
/** 2D site grid*/
typedef struct
{
/** number of rows, length at the x-coordinate*/
int xlength;
/** number of columns, length at the y-coordinate*/
int ylength;
/** the 2d site array*/
Site **sites;
} Grid;
/* initial grid, empty*/
Grid grid = { 0, 0, NULL };
/**
* @brief initialize grid with random site types
* @param xlength
* @param ylength
* @return Grid
*/
Grid
initgrid (int xlength, int ylength)
{
grid.xlength = xlength;
grid.ylength = ylength;
grid.sites = (Site **) malloc (sizeof (Site *) * xlength);
for (int i = 0; i < xlength; i++)
{
grid.sites[i] = (Site *) malloc (sizeof (Site) * ylength);
for (int j = 0; j < ylength; j++)
{
grid.sites[i][j].animals = NULL;
grid.sites[i][j].hunters = NULL;
grid.sites[i][j].nhunters = 0;
grid.sites[i][j].nanimals = 0;
double r = rand () / (double) RAND_MAX;
SiteType st;
if (r < 0.33)
st = WINTERING;
else if (r < 0.66)
st = FEEDING;
else
st = NESTING;
grid.sites[i][j].type = st;
}
}
return grid;
}
/**
* @brief
*
*/
void
deletegrid ()
{
for (int i = 0; i < grid.xlength; i++)
{
free (grid.sites[i]);
}
free (grid.sites);
grid.sites = NULL;
grid.xlength = -1;
grid.ylength = -1;
}
/**
* @brief prints the number animals and hunters in each site
* of a given grid
* @param grid
*/
void
printgrid ()
{
for (int i = 0; i < grid.xlength; i++)
{
for (int j = 0; j < grid.ylength; j++)
{
Site *site = &grid.sites[i][j];
int count[3] = { 0 }; /* do not forget to initialize */
for (int a = 0; a < site->nanimals; a++)
{
Animal *animal = site->animals[a];
count[animal->type]++;
}
printf ("|%d-{%d, %d, %d}{%d}|", site->type, count[0], count[1],
count[2], site->nhunters);
}
printf ("\n");
}
}
/**
* @brief prints the info of a given site
*
*/
void
printsite (Site * site)
{ //bu C<stteki kD1smD1n aynD1sD1 gibi//GPTDE BUNU DA YAZMAMIE AQ
int count[3] = { 0 }; /* do not forget to initialize */
for (int a = 0; a < site->nanimals; a++)
{
Animal *animal = site->animals[a];
count[animal->type]++;
}
printf ("|%d-{%d,%d,%d}{%d}|", site->type, count[0], count[1], count[2],
site->nhunters);
}
/*
=============================================================
TODO: you need to complete following three functions
DO NOT CHANGE ANY OF THE FUNCTION NAME OR TYPES
=============================================================
*/
void
move (Animal * animal, Site * site)
{
srand (time (0));
int dx = rand () % 3 - 1; //-1 0 1
int dy = rand () % 3 - 1;
animal->location.x += dx;
animal->location.y += dy;
if (animal->location.x < 0)
animal->location.x = 0;
if (animal->location.y < 0)
animal->location.y = 0;
if (animal->location.x >= grid.xlength)
animal->location.x = grid.xlength - 1;
if (animal->location.y >= grid.ylength)
animal->location.y = grid.ylength - 1;
return;
}
/**
* @brief it moves a given hunter or animal
* randomly in the grid
* @param args is an animalarray
* @return void*
*/
void *
simulateanimal (void *args)
{
/*TODO: complete this function:
get animal type,
check if animal dies,
then chose random direction and move
make sure to update site.animals
then sleep
*/
Animal *animal = (Animal *) args;
srand (time (0));
// animal->location.x = rand () % grid.xlength;
// animal->location.y = rand () % grid.ylength;
while (c == 1)
{
// Check if the animal is dead
if (animal->status == DEAD)
{
// Free resources and terminate the thread
pthread_exit (NULL);
}
Site *site = &grid.sites[animal->location.x][animal->location.y];
// Animal behavior based on the site type
if (site->type == NESTING)
{
// Populate 1 of its kind at that site and move to a neighboring random location
// Create a new animal of the same type
Animal *new_animal = (Animal *) malloc (sizeof (Animal));
// Animal *new_animal = createanimal(animal->type, animal->location.x, animal->location.y);
*new_animal = *animal;
new_animal->location = animal->location;
site->animals[site->nanimals++] = new_animal; //CREATE ANIMAL DIYE FONK MU VAR AMK
pthread_t animal_threads[num_animals];
pthread_create (&animal_threads[num_animals], NULL, simulateanimal,
(void *) new_animal);
num_animals++;
// }
// Move to a neighboring random location
move (animal, site);
}
else if (site->type == WINTERING)
{
// Die with 0.5 probability or live and move to a neighboring random location
if (rand () % 2 == 0)
{
// Die
animal->status = DEAD;
}
else
{
// Move to a neighboring random location
move (animal, site);
}
}
else if (site->type == FEEDING)
{
// Stay with 0.8 probability or move to a neighboring random location
if (rand () % 10 < 2)
{
// Move to a neighboring random location
move (animal, site); //BU NEYI RETURN EDER
}
}
// Sleep for 1 millisecond
usleep (1000);
}
return NULL;
}
/**
* @brief simulates the moving of a hunter
*
* @param args
* @return void*
*/
void *
simulatehunter (void *args)
{
/*TODO: get random position and move,
then kill all the animals in this site,
increase count,
then sleep */
Hunter *hunter = (Hunter *) args;
srand (time (0));
// hunter->location.x = rand () % grid.xlength;
//hunter->location.y = rand () % grid.ylength;
while (c == 1)
{
// Get a random position and move
int newX = rand () % 3 - 1; //-1 0 1
int newY = rand () % 3 - 1;
// Update the hunter's location
hunter->location.x += newX;
hunter->location.y += newY;
if (hunter->location.x < 0)
hunter->location.x = 0;
if (hunter->location.y < 0)
hunter->location.y = 0;
if (hunter->location.x >= grid.xlength)
hunter->location.x = grid.xlength - 1;
if (hunter->location.y >= grid.ylength)
hunter->location.y = grid.ylength - 1;
// Kill all the animals in the site and increase the count
Site *site = &grid.sites[hunter->location.x][hunter->location.y];
for (int i = 0; i < site->nanimals; i++)
{
site->animals[i]->status = DEAD;
hunter->points++;
}
// Sleep for 1 millisecond
usleep (1000);
}
return NULL;
}
/**
* the main function for the simulation
*/
int main (int argc, char *argv[])
{
/*TODO argv[1] is the number of hunters */
/* if (argc != 2)
{
printf ("Hata:Mesela ./main 2 Eeklinde yazmanD1z gerekir. \n");
return 1;
}
int num_hunters =atoi (argv[1]); //BU KISIM YERINE 4 VS GIREREK DENENEBILIR SORUNSA*/
int num_hunters= 7;
time_t start_time = time (NULL);
initgrid (5, 5);
/*TODO: init threads for each animal, and hunters,
the program should end after 1 second
*/
srand(time(0));
// location.x = rand () % grid.xlength;
// location.y = rand () % grid.ylength;
Animal *animals[num_animals];
for(int i=0;i< num_animals;i++){
animals[i]->status = ALIVE;
animals[i]->location.x = rand() % grid.xlength;
animals[i]->location.y = rand() % grid.ylength;
}
//printgrid();
Hunter hunters[num_hunters];
for(int i=0;i< num_hunters;i++){
hunters[i].location.x = rand() % grid.xlength;
hunters[i].location.y = rand() % grid.ylength;
}
pthread_t animal_threads[num_animals];
for (int i = 0; i < num_animals; i++)
{
pthread_create (&animal_threads[i], NULL, simulateanimal,
(void *) &animals[i]);
}
pthread_t hunter_threads[num_hunters];
for (int i = 0; i < num_hunters; i++)
{
pthread_create (&hunter_threads[i], NULL, simulatehunter,
(void *) &hunters[i]);
}
while (1)
{
time_t current_time = time (NULL); // Get the current time
if ((current_time - start_time) > 1)
{
c = 0;
break; // Elapsed time exceeded 1 second, break the loop
}
}
for (int i = 0; i < num_animals; i++)
{
pthread_join (animal_threads[i], NULL);
}
for (int i = 0; i < num_hunters; i++)
{
pthread_join (hunter_threads[i], NULL);
}
printgrid ();
deletegrid ();
return 0;
}
This is the code. Why it doesnt print the grid?
|
7f0a42a84f74bfc0ea691d3794c22ecc
|
{
"intermediate": 0.3619489371776581,
"beginner": 0.5109231472015381,
"expert": 0.12712794542312622
}
|
7,510
|
code java for add,substruction and multiple two ploynomail use linkedlist and implement the linkedlist class the node of linkedlist contain the power and the coeficient of the polynomial ask the user to enter the two ploynomial
|
f10534c68b59b3e5551f6f754c5c7efe
|
{
"intermediate": 0.641753613948822,
"beginner": 0.1837870329618454,
"expert": 0.17445939779281616
}
|
7,511
|
#include <stdio.h>
#include <stdlib.h>
#include <pthread.h>
#include <time.h>
#include <unistd.h>
#include <string.h>
int c = 1;
int num_animals = 3;
typedef enum
{ BEAR, BIRD, PANDA } AnimalType;
typedef enum
{ ALIVE, DEAD } AnimalStatus;
typedef struct
{
int x;
int y;
} Location;
typedef enum
{ FEEDING, NESTING, WINTERING } SiteType;
typedef struct
{
/** animal can be DEAD or ALIVE*/
AnimalStatus status;
/** animal type, bear, bird, panda*/
AnimalType type;
/** its location in 2D site grid*/
Location location;
} Animal;
/*example usage*/
Animal bird, bear, panda;
/** type of Hunter*/
typedef struct
{
/** points indicate the number of animals, a hunter killed*/
int points;
/** its location in the site grid*/
Location location;
} Hunter;
/** type of a site (a cell in the grid)*/
typedef struct
{
/** array of pointers to the hunters located at this site*/
Hunter **hunters;
/** the number of hunters at this site*/
int nhunters;
/** array of pointers to the animals located at this site*/
Animal **animals;
/** the number of animals at this site*/
int nanimals;
/** the type of site*/
SiteType type;
} Site;
/** 2D site grid*/
typedef struct
{
/** number of rows, length at the x-coordinate*/
int xlength;
/** number of columns, length at the y-coordinate*/
int ylength;
/** the 2d site array*/
Site **sites;
} Grid;
/* initial grid, empty*/
Grid grid = { 0, 0, NULL };
/**
* @brief initialize grid with random site types
* @param xlength
* @param ylength
* @return Grid
*/
Grid
initgrid (int xlength, int ylength)
{
grid.xlength = xlength;
grid.ylength = ylength;
grid.sites = (Site **) malloc (sizeof (Site *) * xlength);
for (int i = 0; i < xlength; i++)
{
grid.sites[i] = (Site *) malloc (sizeof (Site) * ylength);
for (int j = 0; j < ylength; j++)
{
grid.sites[i][j].animals = NULL;
grid.sites[i][j].hunters = NULL;
grid.sites[i][j].nhunters = 0;
grid.sites[i][j].nanimals = 0;
double r = rand () / (double) RAND_MAX;
SiteType st;
if (r < 0.33)
st = WINTERING;
else if (r < 0.66)
st = FEEDING;
else
st = NESTING;
grid.sites[i][j].type = st;
}
}
return grid;
}
/**
* @brief
*
*/
void deletegrid ()
{
for (int i = 0; i < grid.xlength; i++)
{
free (grid.sites[i]);
}
free (grid.sites);
grid.sites = NULL;
grid.xlength = -1;
grid.ylength = -1;
}
/**
* @brief prints the number animals and hunters in each site
* of a given grid
* @param grid
*/
void
printgrid ()
{
for (int i = 0; i < grid.xlength; i++)
{
for (int j = 0; j < grid.ylength; j++)
{
Site *site = &grid.sites[i][j];
int count[3] = { 0 }; /* do not forget to initialize */
for (int a = 0; a < site->nanimals; a++)
{
Animal *animal = site->animals[a];
count[animal->type]++;
}
printf ("|%d-{%d, %d, %d}{%d}|", site->type, count[0], count[1],
count[2], site->nhunters);
}
printf ("\n");
}
}
/**
* @brief prints the info of a given site
*
*/
void
printsite (Site * site)
{
int count[3] = { 0 }; /* do not forget to initialize */
for (int a = 0; a < site->nanimals; a++)
{
Animal *animal = site->animals[a];
count[animal->type]++;
}
printf ("|%d-{%d,%d,%d}{%d}|", site->type, count[0], count[1], count[2],
site->nhunters);
}
/*
=============================================================
TODO: you need to complete following three functions
DO NOT CHANGE ANY OF THE FUNCTION NAME OR TYPES
=============================================================
*/
void
move (Animal * animal, Site * site)
{
srand (time (0));
int dx, dy;
do{
dx = rand () % 3 - 1;
dy = rand () % 3 - 1;
}while(dx==0 && dy==0);
animal->location.x += dx;
animal->location.y += dy;
if (animal->location.x < 0)
animal->location.x = 0;
if (animal->location.y < 0)
animal->location.y = 0;
if (animal->location.x >= grid.xlength)
animal->location.x = grid.xlength - 1;
if (animal->location.y >= grid.ylength)
animal->location.y = grid.ylength - 1;
if (site->animals == NULL) {
site->animals = malloc(sizeof(Animal *));
} else {
site->animals = realloc(site->animals, sizeof(Animal *) * (site->nanimals + 1));
}
site->animals[site->nanimals++] = animal;
return;
}
/**
* @brief it moves a given hunter or animal
* randomly in the grid
* @param args is an animalarray
* @return void*
*/
void *
simulateanimal (void *args)
{
/*TODO: complete this function:
get animal type,
check if animal dies,
then chose random direction and move
make sure to update site.animals
then sleep
*/
Animal *animal = (Animal *) args;
srand (time (0));
// animal->location.x = rand () % grid.xlength;
// animal->location.y = rand () % grid.ylength;
while (c == 1)
{
if (animal->status == DEAD)
{
pthread_exit (NULL);
}
Site *site = &grid.sites[animal->location.x][animal->location.y];
if (site->type == NESTING)
{
Animal *new_animal = (Animal *) malloc (sizeof (Animal));
new_animal->status = ALIVE;
new_animal->type = animal->type;
new_animal->location = animal->location;
/*Animal *new_animal = (Animal *) malloc (sizeof (Animal));
*new_animal = *animal;
new_animal->location = animal->location;
site->animals[site->nanimals++] = new_animal;*/
pthread_t animal_threads[num_animals];
pthread_create (&animal_threads[num_animals], NULL, simulateanimal,
(void *) new_animal);
num_animals++;
move (animal, site);
}
else if (site->type == WINTERING)
{
if (rand () % 2 == 0)
{
animal->status = DEAD;
}
else
{
move (animal, site);
}
}
else if (site->type == FEEDING)
{
if (rand () % 10 < 2)
{
move (animal, site);
}
}
usleep (1000);
}
return NULL;
}
/**
* @brief simulates the moving of a hunter
*
* @param args
* @return void*
*/
void *
simulatehunter (void *args)
{
/*TODO: get random position and move,
then kill all the animals in this site,
increase count,
then sleep */
Hunter *hunter = (Hunter *) args;
srand (time (0));
while (c == 1)
{
int newX, newY;
do{
newX = rand () % 3 - 1;
newY = rand () % 3 - 1;
}while(newX==0 && newY == 0);
hunter->location.x += newX;
hunter->location.y += newY;
if (hunter->location.x < 0)
hunter->location.x = 0;
if (hunter->location.y < 0)
hunter->location.y = 0;
if (hunter->location.x >= grid.xlength)
hunter->location.x = grid.xlength - 1;
if (hunter->location.y >= grid.ylength)
hunter->location.y = grid.ylength - 1;
// Kill all the animals in the site and increase the count
Site *site = &grid.sites[hunter->location.x][hunter->location.y];
for (int i = 0; i < site->nanimals; i++)
{
site->animals[i]->status = DEAD;
hunter->points++;
}
usleep (1000);
}
return NULL;
}
/**
* the main function for the simulation
*/
int main (int argc, char *argv[] )
{
/*TODO argv[1] is the number of hunters */
/* if (argc != 2)
{
printf ("Hata:Mesela ./main 2 Eeklinde yazmanD1z gerekir. \n");
return 1;
}
int num_hunters =atoi (argv[1]); //BU KISIM YERINE 4 VS GIREREK DENENEBILIR SORUNSA*/
int num_hunters= 7;
time_t start_time = time (NULL);
initgrid (5, 5);
/*TODO: init threads for each animal, and hunters,
the program should end after 1 second
*/
srand(time(0));
Animal animals[num_animals];
// Animal *animals[num_animals] = {bird, bear, panda};
// Animal *animals[num_animals] = {bird, bear, panda};
for (int i = 0; i < num_animals; i++) {
animals[i].status = ALIVE;
animals[i].type = (AnimalType)(i % 3);
animals[i].location.x = rand() % grid.xlength;
animals[i].location.y = rand() % grid.ylength;
Site *site = &grid.sites[animals[i].location.x][animals[i].location.y];
site->nanimals++;
// Allocate memory for site->animals when site->nanimals was 0
if (site->nanimals == 1) {
site->animals = (Animal **)malloc(sizeof(Animal *));
} else {
site->animals = (Animal **)realloc(site->animals, sizeof(Animal *) * site->nanimals);
}
site->animals[site->nanimals - 1] = &animals[i];
}
Hunter hunters[num_hunters];
for(int i=0;i< num_hunters;i++){
hunters[i].location.x = rand() % grid.xlength;
hunters[i].location.y = rand() % grid.ylength;
}
pthread_t animal_threads[num_animals];
for (int i = 0; i < num_animals; i++)
{
pthread_create (&animal_threads[i], NULL, simulateanimal,
(void *) &animals[i]);
}
pthread_t hunter_threads[num_hunters];
for (int i = 0; i < num_hunters; i++)
{
pthread_create (&hunter_threads[i], NULL, simulatehunter,
(void *) &hunters[i]);
}
while (1)
{
time_t current_time = time (NULL);
if ((current_time - start_time) > 1)
{
c = 0;
break;
}
}
for (int i = 0; i < num_animals; i++)
{
pthread_join (animal_threads[i], NULL);
}
for (int i = 0; i < num_hunters; i++)
{
pthread_join (hunter_threads[i], NULL);
}
printgrid ();
deletegrid ();
return 0;
}
This is my code but it is giving me errors
|
7ec16edf3e1dd3803bc98f89ab37b879
|
{
"intermediate": 0.31036311388015747,
"beginner": 0.5123181939125061,
"expert": 0.17731864750385284
}
|
7,512
|
Write python script for blender that animates 3d spirals
|
294c794061542b1f0caf3e0acc048b7f
|
{
"intermediate": 0.36753904819488525,
"beginner": 0.19641192257404327,
"expert": 0.4360489845275879
}
|
7,513
|
I need a c++ code that sorting words beginning from "a" to "z", including sorting by secondary ..... infinity letter
|
8a21362ab5b2a29051f76127252356dc
|
{
"intermediate": 0.34074342250823975,
"beginner": 0.16642165184020996,
"expert": 0.4928349554538727
}
|
7,514
|
Construct a Matlab function [D, Q, iter] = ubitname final . D 1(A.to1) based on the "Pure" QR Algorithm where A is a real and symmetric matrix, tol is the convergence tolerance, D is a matrix that contains the eigenvalues of A on the diagonal, Q is a unitary matrix such that Q ^ T * AQ = D and iter is the number of iterations necessary for convergenceTo define convergence let T k, - 1 be the first sub-diagonal of the matrix T_{k} as defined in the iteration above. Let T k 0 be the diagonal of the same. Consider the method as converged when ||T k, - 1 || 2 /||T k,0 || 2 <tol, The first sub-diagonal of a matrix T can be obtain in Matlab via a diag (T, -1) call while the diagonal can be obtained via a diag (T) call.
Give a correct Matlab code for the above
|
851aa47266d907eb8e2c26fe99c9f71d
|
{
"intermediate": 0.2622065544128418,
"beginner": 0.3149384558200836,
"expert": 0.4228549897670746
}
|
7,515
|
User
1. I have one dataframe which has 2 columns 'text' and 'summary'. So make a NLP model to summarise the text.
2. write a function where if I give a text to that function then it will return summary.
|
91fa6bdefe0821dda358cca7d3c4f42a
|
{
"intermediate": 0.32459166646003723,
"beginner": 0.1966683268547058,
"expert": 0.47873997688293457
}
|
7,516
|
Initialized the class variables with the values passed by constractor
__init__(self,message:str,sender:int,receiver:int) -> None:
|
753b3995856c928268c44658f0f130c4
|
{
"intermediate": 0.23035991191864014,
"beginner": 0.6247150301933289,
"expert": 0.144925057888031
}
|
7,517
|
Given 2 string arrays determine if corresponding elements contain a common substring
The function def commonSubstring(a,b):
Fir each a[i] b[i] pair function must print YES if they share common substring or NO on a new line
For each teste print the result on a new line
|
46fb01f1953ff51e2e88d18e7916c779
|
{
"intermediate": 0.34661197662353516,
"beginner": 0.49267950654029846,
"expert": 0.1607084572315216
}
|
7,519
|
i have a very long string, I need to find the substring in it that starts with "apple was a" and ends with "House. Inside". Cut out this string with python.
|
fc6e3927667db0b1a4143e8f453c09bf
|
{
"intermediate": 0.48661428689956665,
"beginner": 0.228843554854393,
"expert": 0.28454217314720154
}
|
7,520
|
in python, make a rust clan tracker that predicts where a clan is gonna go next based of their previes locations. It needs to use machine learning and it needs to output 3 grids. The map is from A0 to U25. Previes locations: ['Q8', 'Q10', 'K4', 'N6', 'K5', 'R10', 'S9', 'S11', 'R9', 'O9', 'R8', 'O5', 'O10']
|
52abb6fff588b9fc353b7def6cb55c44
|
{
"intermediate": 0.20052644610404968,
"beginner": 0.060671303421258926,
"expert": 0.7388022541999817
}
|
7,521
|
Сделай правильные импорты в файле и если есть исправь ошибки : package com.example.myapp_2;
import android.os.Bundle;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.TextView;
import androidx.fragment.app.Fragment;
public class WeatherFragment extends Fragment {
private TextView temperatureTv;
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) {
View view = inflater.inflate(R.layout.fragment_weather, container, false);
temperatureTv = view.findViewById(R.id.temperature_tv);
WeatherService weatherService = RetrofitClient.getRetrofitInstance().create(WeatherService.class);
Call<WeatherResponse> call = weatherService.getCurrentWeather("Moscow", "your_api_key");
call.enqueue(new Callback<WeatherResponse>() {
@Override
public void onResponse(Call<WeatherResponse> call, Response<WeatherResponse> response) {
WeatherResponse weatherResponse = response.body();
Temperature temperature = weatherResponse.getTemperature();
// отобразить температуру в TextView
temperatureTv.setText(temperature.getTemperatureValue() + " ℃");
}
@Override
public void onFailure(Call<WeatherResponse> call, Throwable t) {
t.printStackTrace();
}
});
return view;
}
}
|
8256993a5657d15ba53e209d137747f4
|
{
"intermediate": 0.3755160868167877,
"beginner": 0.37207382917404175,
"expert": 0.2524101436138153
}
|
7,522
|
I have a VBA code that searches for one value in all my worksheets and pastes it into a single column. I need to adjust the code so that for each value equal to 'Reminder' found in column B of all the worksheets, I want to then copy Column C, Column J, Column L, of the same row as column B to sheet 'Reminders'
and paste Column J into Columnn D in the sheet Reminders, column L into column E of the sheet Reminders and column C into column F of the sheet Reminders, starting from row 8.
Can you please help?
Public Sub FindAllReminder()
Dim xWs As Worksheet
Dim xCWs As Worksheet
Dim Xrg As Range
Dim xStrName As String
Dim xRStr As String
Dim xRRg As Range
Dim xC As Integer
Dim wsName As String
On Error Resume Next
Worksheets("Reminder").Range("D8:F20").ClearContents
Application.DisplayAlerts = False
xStr = "Reminders"
xRStr = "Reminder"
Set xCWs = ActiveWorkbook.Worksheets.Item(xStr)
If xCWs Is Nothing Then
Set xCWs = ActiveWorkbook.Worksheets.Add
xCWs.Name = xStr
End If
xC = 1
For Each xWs In ActiveWorkbook.Worksheets
wsName = xWs.Name
If Len(wsName) = 3 Then
Set Xrg = xWs.Range("B:B")
Set Xrg = Intersect(Xrg, xWs.UsedRange)
For Each xRRg In Xrg
If xRRg.Value = xRStr Then
xWs.Range(xRRg.Offset(0, -1), xRRg.Offset(0, 9)).Copy
xCWs.Cells(xC, 1).PasteSpecial xlPasteValuesAndNumberFormats
xC = xC + 1
End If
Next xRRg
End If
Next xWs
Application.CutCopyMode = False
Application.DisplayAlerts = True
Application.CutCopyMode = True
End Sub
|
bee98de5868d7d36e5418b20f8aaf075
|
{
"intermediate": 0.5736809968948364,
"beginner": 0.2767055630683899,
"expert": 0.14961344003677368
}
|
7,523
|
db.getCollection('books').find({longDescription: {$gte: "A", $lt: "B", } and authors: {$size: 2} }, {title: 1, longDescription: 1})
|
9ae92d755629d4edade027df7cac41cf
|
{
"intermediate": 0.39927908778190613,
"beginner": 0.2269904911518097,
"expert": 0.37373045086860657
}
|
7,524
|
Я хочу чтобы данные через API показалисьв TextView , однако там пусто , укажи что необходимо исправить :package com.example.myapp_2;
import com.google.gson.annotations.SerializedName;
import java.util.List;
public class ForecastResponse {
@SerializedName("list")
private List<WeatherForecast> weatherForecastList;
public List<WeatherForecast> getWeatherForecastList() {
return weatherForecastList;
}
}
package com.example.myapp_2;
import com.google.gson.annotations.SerializedName;
public class Hourly {
@SerializedName("dt")
private long dt;
@SerializedName("temp")
private double temp; // температура в градусах Цельсия
// также вы можете добавить другие поля для описания данных, получаемых от сервера
public long getDt() {
return dt;
}
public double getTemp() {
return temp;
}
// также вы можете добавить сеттеры для установки значений полям
}
package com.example.myapp_2;
import retrofit2.Retrofit;
import retrofit2.converter.gson.GsonConverterFactory;
public class RetrofitClient {
private static Retrofit retrofit;
private static final String BASE_URL ="https://api.openweathermap.org/data/3.0/";
public static Retrofit getRetrofitInstance() {
if (retrofit == null) {
retrofit = new retrofit2.Retrofit.Builder()
.baseUrl(BASE_URL)
.addConverterFactory(GsonConverterFactory.create())
.build();
}
return retrofit;
}
}
package com.example.myapp_2;
import com.google.gson.annotations.SerializedName;
public class Temperature {
@SerializedName("temp")
private float temperatureValue;
public float getTemperatureValue() {
return temperatureValue;
}
}
package com.example.myapp_2;
import com.google.gson.annotations.SerializedName;
public class WeatherForecast {
@SerializedName("dt_txt")
private String date;
@SerializedName("main")
private Temperature temperature;
public String getDate() {
return date;
}
public Temperature getTemperature() {
return temperature;
}
}
package com.example.myapp_2;
import android.os.Bundle;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.TextView;
import androidx.fragment.app.Fragment;
import java.util.List;
import retrofit2.Call;
import retrofit2.Callback;
import retrofit2.Response;
public class WeatherFragment extends Fragment {
private TextView temperatureTv;
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) {
View view = inflater.inflate(R.layout.fragment_weather, container, false);
temperatureTv = view.findViewById(R.id.temperature_tv);
WeatherOneCallService weatherService = RetrofitClient.getRetrofitInstance()
.create(WeatherOneCallService.class);
Call<WeatherResponse> call = weatherService.getCurrentWeather(55.7522200, 37.6155600, "hourly,minutely", "f612b4254c6b2c263b9eae0a5d8d0043");
call.enqueue(new Callback<WeatherResponse>() {
@Override
public void onResponse(Call<WeatherResponse> call, Response<WeatherResponse> response) {
if (response.code() == 200) {
WeatherResponse weatherResponse = response.body();
List<Hourly> hourlyList = weatherResponse.getHourly();
// преобразование данных в строку и установка текста в TextView
StringBuilder builder = new StringBuilder();
for (Hourly hourly : hourlyList) {
builder.append(hourly.getDt()).append(": ").append(hourly.getTemp()).append("\n");
}
temperatureTv.setText(builder.toString());
}
}
@Override
public void onFailure(Call<WeatherResponse> call, Throwable t) {
t.printStackTrace();
}
});
return view;
}
}package com.example.myapp_2;
import retrofit2.Call;
import retrofit2.http.GET;
import retrofit2.http.POST;
import retrofit2.http.Query;
public interface WeatherOneCallService {
@GET("onecall")
Call<WeatherResponse> getCurrentWeather(
@Query("lat") double lat,
@Query("lon") double lon,
@Query("exclude") String exclude,
@Query("appid") String apiKey
);
}package com.example.myapp_2;
import com.google.gson.annotations.SerializedName;
import java.util.List;
public class WeatherResponse {
@SerializedName("name")
private String cityName;
@SerializedName("main")
private Temperature temperature;
public String getCityName() {
return cityName;
}
public Temperature getTemperature() {
return temperature;
}
@SerializedName("hourly")
private List<Hourly> hourlyList;
public List<Hourly> getHourly() {
return hourlyList;
}
}
package com.example.myapp_2;
import retrofit2.Call;
import retrofit2.http.GET;
import retrofit2.http.POST;
import retrofit2.http.Query;
public interface WeatherService {
@GET("weather")
Call<WeatherResponse> getCurrentWeather(
@Query("q") String cityName,
@Query("appid") String apiKey
);
@POST("forecast")
Call<ForecastResponse> getWeatherForecast(
@Query("q") String cityName,
@Query("appid") String apiKey
);
}
weatherBtn = v.findViewById(R.id.weather_btn);
weatherBtn.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
// запустить WeatherFragment
FragmentTransaction transaction = getParentFragmentManager().beginTransaction();
transaction.replace(R.id.nav_container, new WeatherFragment());
transaction.addToBackStack(null);
transaction.commit();
}
});
|
54c3cde4c1265187c41ad20ddd1886c7
|
{
"intermediate": 0.32621094584465027,
"beginner": 0.5525607466697693,
"expert": 0.12122836709022522
}
|
7,525
|
I want to create an application that creates random monsters from various parts and need to know where to start
|
a49f33a7b8672cee23ab072e6cc2d9d0
|
{
"intermediate": 0.28948360681533813,
"beginner": 0.1895320862531662,
"expert": 0.5209842920303345
}
|
7,526
|
I need help of an expert google sheets script writer, and I know you are the best. In the active sheet the script should set the background color to #DFE3E7 in columns C, H, M, and R and to #D3D3DF" in columns D, I, N, and S. However it should not make any changes in rows where the cell in the A column has text that ends with "day" or "ime" or "of". If possible the script should be as fast as possible.
|
462d58250d24ce237b1b8520d6e8087a
|
{
"intermediate": 0.3587663769721985,
"beginner": 0.24759744107723236,
"expert": 0.39363622665405273
}
|
7,527
|
#include <cstring>
#include <ctime>
#include <cstdlib>
#include <fstream>
using namespace std;
struct date {
int day;
char *month;
int year;
};
struct fio {
char *name;
char *surname;
char *patronymic;
};
struct car {
char *brand;
fio owner;
int engine_power;
int mileage;
date last_service;
};
void load_data(car *cars, int n, const string &file_name);
void add_car(car *cars, int &n);
void print_cars(const car *cars, int n);
void search_cars(const car *cars, int n, date current_date);
void find_brand(const car *cars, int n, const char *brand);
void sort_print_high_mileage(car *cars, int n, int mileage_limit);
void save_data(const car *cars, int n, const string &file_name);
void free_memory(car *cars, int n);
int main() {
int n;
cout << "Enter the number of cars: ";
cin >> n;
cin.ignore();
car *cars = new car[n];
load_data(cars, n, “cars_data.txt”);
bool exit = false;
while (!exit) {
int choice;
cout << “1. Add a new car” << endl;
cout << “2. Print car information” << endl;
cout << “3. Find cars with more than 18 months since last service” << endl;
cout << “4. Find cars of a specified brand” << endl;
cout << “5. Find owners with mileage greater than specified (sorted by alphabet)” << endl;
cout << “6. Exit” << endl;
cout << "Choose an action: ";
cin >> choice;
cin.ignore();
time_t now = time(0);
tm *ltm = localtime(&now);
date current_date;
current_date.day = ltm->tm_mday;
current_date.month = new char[20];
strcpy(current_date.month, “xx”);
current_date.year = 1900 + ltm->tm_year;
if (choice == 1) {
cout << "Enter the number of new cars: ";
int k;
cin >> k;
cin.ignore();
car *new_cars = new car[k];
add_car(new_cars, k);
car *temp_cars = new car[n+k];
memcpy(temp_cars, cars, n * sizeof(car));
memcpy(temp_cars + n, new_cars, k * sizeof(car));
n += k;
delete[] cars;
delete[] new_cars;
cars = temp_cars;
}
else if (choice == 2) {
print_cars(cars, n);
}
else if (choice == 3) {
search_cars(cars, n, current_date);
}
else if (choice == 4) {
char *brand = new char[20];
cout << "Enter the brand to search for: ";
gets(brand);
find_brand(cars, n, brand);
delete[] brand;
}
else if (choice == 5) {
int mileage_limit;
cout << "Enter the mileage limit: ";
cin >> mileage_limit;
cin.ignore();
sort_print_high_mileage(cars, n, mileage_limit);
}
else {
exit = true;
}
}
save_data(cars, n, “cars_data.txt”);
free_memory(cars, n);
delete[] cars;
delete[] current_date.month;
return 0;
}
void load_data(car *cars, int n, const string &file_name) {
ifstream input_file(file_name);
if (!input_file.is_open()) {
cerr << “Failed to open file for reading.” << endl;
return;
}
for (int i = 0; i < n; i++) {
cars[i].brand = new char[20];
input_file.getline(cars[i].brand, 20);
cars[i].owner.name = new char[20];
input_file.getline(cars[i].owner.name, 20);
cars[i].owner.surname = new char[20];
input_file.getline(cars[i].owner.surname, 20);
cars[i].owner.patronymic = new char[20];
input_file.getline(cars[i].owner.patronymic, 20);
input_file >> cars[i].engine_power;
input_file >> cars[i].mileage;
cars[i].last_service.day = 0;
input_file >> cars[i].last_service.day;
cars[i].last_service.month = new char[20];
input_file.getline(cars[i].last_service.month, 20);
cars[i].last_service.year = 0;
input_file >> cars[i].last_service.year;
input_file.ignore();
}
input_file.close();
}
void add_car(car *cars, int &n) {
for (int i = 0; i < n; i++) {
cout << "New car: " << endl;
cout << "Brand: ";
cars[i].brand = new char[20];
cin.getline(cars[i].brand, 20);
cout << "Owner’s name: ";
cars[i].owner.name = new char[20];
cin.getline(cars[i].owner.name, 20);
cout << "Owner’s surname: ";
cars[i].owner.surname = new char[20];
cin.getline(cars[i].owner.surname, 20);
cout << "Owner’s patronymic: ";
cars[i].owner.patronymic = new char[20];
cin.getline(cars[i].owner.patronymic, 20);
cout << "Engine power: ";
cin >> cars[i].engine_power;
cin.ignore();
cout << "Mileage: ";
cin >> cars[i].mileage;
cin.ignore();
cout << "Last service date (day, month, year): ";
cars[i].last_service.day = 0;
cin >> cars[i].last_service.day;
cars[i].last_service.month = new char[20];
cin.ignore();
cin.getline(cars[i].last_service.month, 20);
cars[i].last_service.year = 0;
cin >> cars[i].last_service.year;
cout << endl;
}
}
void print_cars(const car *cars, int n) {
cout << "Car information: " << endl;
for (int i = 0; i < n; i++) {
cout << cars[i].brand << " | " << cars[i].owner.name << " | " << cars[i].owner.surname << " | " << cars[i].owner.patronymic
<< " | " << cars[i].engine_power << " | " << cars[i].mileage << " | " << cars[i].last_service.day << " " << cars[i].last_service.month << " " << cars[i].last_service.year << endl;
}
cout << endl;
}
void search_cars(const car *cars, int n, date current_date) {
cout << "Cars that need service: " << endl;
for (int i = 0; i < n; i++) {
char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
int current_month_index = 0;
int last_service_month_index = 0;
for (int j = 0; j < 12; j++) {
if (strcmp(current_date.month, month_names[j]) == 0) {
current_month_index = j + 1;
}
if (strcmp(cars[i].last_service.month, month_names[j]) == 0) {
last_service_month_index = j + 1;
}
}
int months_since_last_service = (current_date.year - cars[i].last_service.year) * 12 + (current_month_index - last_service_month_index);
if (months_since_last_service > 18) {
cout << cars[i].brand << " | " << cars[i].owner.name << " | " << cars[i].owner.surname << " | " << cars[i].owner.patronymic
<< " | " << cars[i].engine_power << " | " << cars[i].mileage << " | " << cars[i].last_service.day << " " << cars[i].last_service.month << " " << cars[i].last_service.year << endl;
}
}
cout << endl;
}
void find_brand(const car *cars, int n, const char *brand) {
cout << "Cars with the specified brand: " << endl;
for (int i = 0; i < n; i++) {
if (strcmp(cars[i].brand, brand) == 0) {
cout << cars[i].brand << " | " << cars[i].owner.name << " | " << cars[i].owner.surname << " | " << cars[i].owner.patronymic
<< " | " << cars[i].engine_power << " | " << cars[i].mileage << " | " << cars[i].last_service.day << " | " << cars[i].last_service.month << " " << cars[i].last_service.year << endl;
}
}
cout << endl;
}
void sort_print_high_mileage(car *cars, int n, int mileage_limit) {
car *high_mileage_cars = nullptr;
int count = 0;
for (int i = 0; i < n; i++) {
if (cars[i].mileage > mileage_limit) {
count++;
car *temp = new car[count];
if (high_mileage_cars != nullptr) {
memcpy(temp, high_mileage_cars, (count - 1) * sizeof(car));
delete[] high_mileage_cars;
}
temp[count - 1] = cars[i];
high_mileage_cars = temp;
}
}
for (int i = 0; i < count - 1; i++) {
for (int j = 0; j < count - i - 1; j++) {
if (strcmp(high_mileage_cars[j].owner.surname, high_mileage_cars[j + 1].owner.surname) > 0) {
car temp = high_mileage_cars[j];
high_mileage_cars[j] = high_mileage_cars[j + 1];
high_mileage_cars[j + 1] = temp;
}
}
}
cout << "Owners with mileage greater than the specified limit (sorted by alphabet): " << endl;
for (int i = 0; i < count; i++) {
cout << high_mileage_cars[i].brand << " | " << high_mileage_cars[i].owner.name << " | " << high_mileage_cars[i].owner.surname << " | " << high_mileage_cars[i].owner.patronymic
<< " | " << high_mileage_cars[i].engine_power << " | " << high_mileage_cars[i].mileage << " | " << high_mileage_cars[i].last_service.day << " " << high_mileage_cars[i].last_service.month << " " << high_mileage_cars[i].last_service.year << endl;
}
cout << endl;
if (high_mileage_cars != nullptr) {
delete[] high_mileage_cars;
}
}
void save_data(const car *cars, int n, const string &file_name) {
ofstream output_file(file_name);
if (!output_file.is_open()) {
cerr << “Failed to open file for writing.” << endl;
return;
}
for (int i = 0; i < n; i++) {
output_file << cars[i].brand << endl
<< cars[i].owner.name << endl
<< cars[i].owner.surname << endl
<< cars[i].owner.patronymic << endl
<< cars[i].engine_power << endl
<< cars[i].mileage << endl
<< cars[i].last_service.day << endl
<< cars[i].last_service.month << endl
<< cars[i].last_service.year << endl;
}
output_file.close();
}
void free_memory(car *cars, int n) {
for (int i = 0; i < n; i++) {
delete[] cars[i].brand;
delete[] cars[i].owner.name;
delete[] cars[i].owner.surname;
delete[] cars[i].owner.patronymic;
delete[] cars[i].last_service.month;
}
}
main.cpp:45:20: error: extended character “ is not valid in an identifier
45 | load_data(cars, n, “cars_data.txt”);
| ^
main.cpp:45:31: error: extended character ” is not valid in an identifier
45 | load_data(cars, n, “cars_data.txt”);
| ^
main.cpp:50:9: error: extended character “ is not valid in an identifier
50 | cout << “1. Add a new car” << endl;
| ^
main.cpp:50:23: error: extended character ” is not valid in an identifier
50 | cout << “1. Add a new car” << endl;
| ^
main.cpp:51:9: error: extended character “ is not valid in an identifier
51 | cout << “2. Print car information” << endl;
| ^
main.cpp:51:23: error: extended character ” is not valid in an identifier
51 | cout << “2. Print car information” << endl;
| ^
main.cpp:52:9: error: extended character “ is not valid in an identifier
52 | cout << “3. Find cars with more than 18 months since last service” << endl;
| ^
main.cpp:52:59: error: extended character ” is not valid in an identifier
52 | cout << “3. Find cars with more than 18 months since last service” << endl;
| ^
main.cpp:53:9: error: extended character “ is not valid in an identifier
53 | cout << “4. Find cars of a specified brand” << endl;
| ^
main.cpp:53:38: error: extended character ” is not valid in an identifier
53 | cout << “4. Find cars of a specified brand” << endl;
| ^
main.cpp:54:9: error: extended character “ is not valid in an identifier
54 | cout << “5. Find owners with mileage greater than specified (sorted by alphabet)” << endl;
| ^
main.cpp:54:81: error: extended character ” is not valid in an identifier
54 | cout << “5. Find owners with mileage greater than specified (sorted by alphabet)” << endl;
| ^
main.cpp:55:9: error: extended character “ is not valid in an identifier
55 | cout << “6. Exit” << endl;
| ^
main.cpp:55:13: error: extended character ” is not valid in an identifier
55 | cout << “6. Exit” << endl;
| ^
main.cpp:65:28: error: extended character “ is not valid in an identifier
65 | strcpy(current_date.month, “xx”);
| ^
main.cpp:65:28: error: extended character ” is not valid in an identifier
main.cpp:108:20: error: extended character “ is not valid in an identifier
108 | save_data(cars, n, “cars_data.txt”);
| ^
main.cpp:108:31: error: extended character ” is not valid in an identifier
108 | save_data(cars, n, “cars_data.txt”);
| ^
main.cpp:119:9: error: extended character “ is not valid in an identifier
119 | cerr << “Failed to open file for reading.” << endl;
| ^
main.cpp:119:42: error: extended character ” is not valid in an identifier
119 | cerr << “Failed to open file for reading.” << endl;
| ^
main.cpp:208:24: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:24: error: extended character ” is not valid in an identifier
main.cpp:208:35: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:35: error: extended character ” is not valid in an identifier
main.cpp:208:47: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:47: error: extended character ” is not valid in an identifier
main.cpp:208:56: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:56: error: extended character ” is not valid in an identifier
main.cpp:208:65: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:65: error: extended character ” is not valid in an identifier
main.cpp:208:72: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:72: error: extended character ” is not valid in an identifier
main.cpp:208:80: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:80: error: extended character ” is not valid in an identifier
main.cpp:208:88: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:88: error: extended character ” is not valid in an identifier
main.cpp:208:98: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:98: error: extended character ” is not valid in an identifier
main.cpp:208:111: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:111: error: extended character ” is not valid in an identifier
main.cpp:208:122: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:122: error: extended character ” is not valid in an identifier
main.cpp:208:134: error: extended character “ is not valid in an identifier
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^
main.cpp:208:134: error: extended character ” is not valid in an identifier
main.cpp:283:9: error: extended character “ is not valid in an identifier
283 | cerr << “Failed to open file for writing.” << endl;
| ^
main.cpp:283:42: error: extended character ” is not valid in an identifier
283 | cerr << “Failed to open file for writing.” << endl;
| ^
main.cpp: In function ‘int main()’:
main.cpp:39:1: error: ‘cout’ was not declared in this scope
39 | cout << "Enter the number of cars: ";
| ^~~~
main.cpp:5:1: note: ‘std::cout’ is defined in header ‘’; did you forget to ‘#include ’?
4 | #include <fstream>
+++ |+#include <iostream>
5 |
main.cpp:40:1: error: ‘cin’ was not declared in this scope
40 | cin >> n;
| ^~~
main.cpp:40:1: note: ‘std::cin’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp:45:20: error: ‘“cars_data’ was not declared in this scope
45 | load_data(cars, n, “cars_data.txt”);
| ^~~~~~~~~~
main.cpp:50:9: error: ‘“1’ was not declared in this scope
50 | cout << “1. Add a new car” << endl;
| ^~
main.cpp:51:9: error: ‘“2’ was not declared in this scope
51 | cout << “2. Print car information” << endl;
| ^~
main.cpp:52:9: error: ‘“3’ was not declared in this scope
52 | cout << “3. Find cars with more than 18 months since last service” << endl;
| ^~
main.cpp:53:9: error: ‘“4’ was not declared in this scope
53 | cout << “4. Find cars of a specified brand” << endl;
| ^~
main.cpp:54:9: error: ‘“5’ was not declared in this scope
54 | cout << “5. Find owners with mileage greater than specified (sorted by alphabet)” << endl;
| ^~
main.cpp:55:9: error: ‘“6’ was not declared in this scope
55 | cout << “6. Exit” << endl;
| ^~
main.cpp:65:28: error: ‘“xx”’ was not declared in this scope
65 | strcpy(current_date.month, “xx”);
| ^~~~
main.cpp:92:5: warning: ‘char* gets(char*)’ is deprecated [-Wdeprecated-declarations]
92 | gets(brand);
| ~~~~^~~~~~~
In file included from /usr/include/c++/11/cstdio:42,
from /usr/include/c++/11/ext/string_conversions.h:43,
from /usr/include/c++/11/bits/basic_string.h:6608,
from /usr/include/c++/11/string:55,
from /usr/include/c++/11/bits/locale_classes.h:40,
from /usr/include/c++/11/bits/ios_base.h:41,
from /usr/include/c++/11/ios:42,
from /usr/include/c++/11/istream:38,
from /usr/include/c++/11/fstream:38,
from main.cpp:4:
/usr/include/stdio.h:605:14: note: declared here
605 | extern char *gets (char *__s) __wur __attribute_deprecated__;
| ^~~~
main.cpp:111:10: error: ‘current_date’ was not declared in this scope
111 | delete[] current_date.month;
| ^~~~~~~~~~~~
main.cpp: In function ‘void load_data(car*, int, const string&)’:
main.cpp:119:1: error: ‘cerr’ was not declared in this scope
119 | cerr << “Failed to open file for reading.” << endl;
| ^~~~
main.cpp:119:1: note: ‘std::cerr’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp:119:9: error: ‘“Failed’ was not declared in this scope
119 | cerr << “Failed to open file for reading.” << endl;
| ^~~~~~~
main.cpp: In function ‘void add_car(car*, int&)’:
main.cpp:156:1: error: ‘cout’ was not declared in this scope
156 | cout << "New car: " << endl;
| ^~~~
main.cpp:156:1: note: ‘std::cout’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp:159:1: error: ‘cin’ was not declared in this scope
159 | cin.getline(cars[i].brand, 20);
| ^~~
main.cpp:159:1: note: ‘std::cin’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp: In function ‘void print_cars(const car*, int)’:
main.cpp:197:1: error: ‘cout’ was not declared in this scope
197 | cout << "Car information: " << endl;
| ^~~~
main.cpp:197:1: note: ‘std::cout’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp: In function ‘void search_cars(const car*, int, date)’:
main.cpp:206:1: error: ‘cout’ was not declared in this scope
206 | cout << "Cars that need service: " << endl;
| ^~~~
main.cpp:206:1: note: ‘std::cout’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp:208:24: error: ‘“January”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~~~
main.cpp:208:35: error: ‘“February”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~~~~
main.cpp:208:47: error: ‘“March”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~
main.cpp:208:56: error: ‘“April”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~
main.cpp:208:65: error: ‘“May”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~
main.cpp:208:72: error: ‘“June”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~
main.cpp:208:80: error: ‘“July”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~
main.cpp:208:88: error: ‘“August”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~~
main.cpp:208:98: error: ‘“September”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~~~~~
main.cpp:208:111: error: ‘“October”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~~~
main.cpp:208:122: error: ‘“November”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~~~~
main.cpp:208:134: error: ‘“December”’ was not declared in this scope
208 | char *month_names[] = {“January”, “February”, “March”, “April”, “May”, “June”, “July”, “August”, “September”, “October”, “November”, “December”};
| ^~~~~~~~~~
main.cpp: In function ‘void find_brand(const car*, int, const char*)’:
main.cpp:231:1: error: ‘cout’ was not declared in this scope
231 | cout << "Cars with the specified brand: " << endl;
| ^~~~
main.cpp:231:1: note: ‘std::cout’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp: In function ‘void sort_print_high_mileage(car*, int, int)’:
main.cpp:268:1: error: ‘cout’ was not declared in this scope
268 | cout << "Owners with mileage greater than the specified limit (sorted by alphabet): " << endl;
| ^~~~
main.cpp:268:1: note: ‘std::cout’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp: In function ‘void save_data(const car*, int, const string&)’:
main.cpp:283:1: error: ‘cerr’ was not declared in this scope
283 | cerr << “Failed to open file for writing.” << endl;
| ^~~~
main.cpp:283:1: note: ‘std::cerr’ is defined in header ‘’; did you forget to ‘#include ’?
main.cpp:283:9: error: ‘“Failed’ was not declared in this scope
283 | cerr << “Failed to open file for writing.” << endl;
|
f6cf1260ea6aea3c2ac661850bcd20c8
|
{
"intermediate": 0.3739689290523529,
"beginner": 0.35656529664993286,
"expert": 0.26946574449539185
}
|
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