First time posting so I apologize.
I am trying to make a ball and beam project using a camera as the sensor and trying to get the serial communication to work.
The code currently works if I set the waitKey to (1000) but that is not fast enough for the project to work and was wanting some help speeding it up.
the output tends to only read the first string that I send then ignores anything else until the program is paused by holding the slider on the output screen for a couple of seconds.
I have tried to use a faster baud rate but the problem still persists.
This is the C++ code
#include <opencv2/imgcodecs.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/imgproc.hpp>
#include <iostream>
#include <vector>
#include "SerialPort.h"
#include <string.h>
#include <stdlib.h>
#include <string>
using namespace cv;
using namespace std;
//global for the image processing
Mat imgGray, imgCanny, imgBlur, imgDil;
Mat imgHSV, mask;
//int hmin = 53, smin = 102, vmin = 35; //green
//int hmax = 93, smax = 253, vmax = 169;
/* //green ball
int hmin = 41, smin = 93, vmin = 49;
int hmax = 93, smax = 243, vmax = 192; //p
*/
//purple ball
int hmin = 117, smin = 26, vmin = 63;
int hmax = 179, smax = 113, vmax = 169;
//global for the serial
char output[MAX_DATA_LENGTH];
char incomingData[MAX_DATA_LENGTH];
char port[] = " ////.//COM3";
int PosX;
// this will convert the output into the correct string because the "stoi" function doesn't work as intended
String intToString(int I)
{
String J;
if (I ==80 )
{
J ="80" ;
}
else if (I ==81 )
{
J = "81";
}
else if (I ==82 )
{
J = "82";
}
else if (I == 83)
{
J = "83";
}
else if (I ==84 )
{
J = "84";
}
else if (I == 85)
{
J = "85";
}
else if (I == 86)
{
J = "86";
}
else if (I ==87 )
{
J = "87";
}
else if (I ==88 )
{
J = "88";
}
else if (I ==89 )
{
J = "89";
}
else if (I ==90 )
{
J = "90";
}
else if (I ==91 )
{
J = "91";
}
else if (I == 92)
{
J = "92";
}
else if (I == 93)
{
J = "93";
}
else if (I == 94)
{
J = "94";
}
else if (I == 95)
{
J = "95";
}
else if (I == 96)
{
J = "96";
}
else if (I == 97)
{
J = "97";
}
else if (I == 98)
{
J = "98";
}
else if (I == 99)
{
J = "99";
}
else if (I == 100)
{
J = "100";
}
else if (I > 100)
{
J = "100";
}
else if (I < 80)
{
J = "80";
}
return (J);
}
// calculation to make the output between outMin and outMax taken from arduino website and transformed into calculation
int map(int x,int in_min, int in_max, int out_min, int out_max)
{
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
// just the P of the PID controller
int PCONTROL(int xPos)
{
int P, Kp = 1, Proportional, error;
error = 240 - xPos; //240 is the middle of the camera and xPos is the current position
Proportional = Kp * error;
P = map(Proportional,-240,240,80,100); // calculation to make the output between 80&100 taken from arduino website and transformed into calculation
return (P);
}
// this is the function made to be the PID contol loop
int PIDCONTROL(int xPos)
{
int error_prior = 0, error, integral_prior = 0, Kp, Ki,
Kd, integral, derivative, proportional, outPut, PID_total, period = 50;
// I have set the Kp and Ki to zero when testing the P contoller
Kp = 1;
Ki = 0;
Kd = 0;
//error = (img.rows/2) - xPos; // 640 is the desired Value
error = (480/2) - xPos; // this is if I got the wrong part of the resolution
proportional = Kp * error;
integral = integral_prior + error;
derivative = (error - error_prior)/period;
PID_total = ((Kp * proportional) + (Ki * integral) + (Kd * derivative)); //this is the calculation for the PID controller
error_prior = error;
integral_prior = integral;
outPut = map(PID_total,-240,240,80,100);
cout << "output = " << outPut << endl;
return (outPut);
}
// this code will get the x and y values of the ball, draw a box around it and lable it
// this is what i need for the project
void getContours(Mat imgDil, Mat img)
{
vector<vector<Point>> contours;
vector<Vec4i> hierarchy;
string objectType;
string x, y;
findContours(imgDil, contours, hierarchy, RETR_EXTERNAL, CHAIN_APPROX_SIMPLE);
//drawContours(img, contours, -1, Scalar(255, 0, 255), 2); //draws everything
for (int i = 0; i < contours.size(); i++)
{
int area = contourArea(contours[i]);
//cout << area << endl; //displays the area of the ball
vector<vector<Point>>conPoly(contours.size());
vector<Rect>boundRect(contours.size());
if (area > 1000 && area < 5000) //filters out smaller and larger objects
{
float peri = arcLength(contours[i], true);
approxPolyDP(contours[i], conPoly[i], 0.02 * peri, true);
drawContours(img, contours, i, Scalar(255, 0, 255), 2); // with a filter applyed
boundRect[i] = boundingRect(conPoly[i]); //draw a box around the ball
rectangle(img, boundRect[i].tl(), boundRect[i].br(), Scalar(0, 255, 0), 5);
putText(img, "Ball", { boundRect[i].x,boundRect[i].y - 5 }, FONT_HERSHEY_PLAIN, 1, Scalar(0, 69, 255), 2); //display text above the box saying ball
//cout << "X = " << boundRect[i].x << endl;// << "Y = " << boundRect[i].y << endl; //print the x and y values
PosX = boundRect[i].x;
}
}
}
void main()
{
VideoCapture cap(0);
Mat img;
string xposSrg;
//int TempData;
Mat Reimg, Reimg2;
string data;
//char TrackbarName[50];
const int alpha_slider_max = 100;
int xPos, preData = 0;
createTrackbar("Hue Min", "Trackbars", &hmin, 179);
SerialPort arduino(port);
if (arduino.isConnected()) {
cout << "Connection" << endl << endl;
}
else {
cout << "Error Connecting" << endl << endl;
}
while (arduino.isConnected()) // no point do it if not connected
{
cap.read(img);
//prepocessing
Mat imgGray, imgCanny, imgBlur,Reimg,Reimg2;
//cvtColor(img, imgGray, COLOR_BGR2GRAY);
//pyrDown(img, Reimg, Size(img.cols / 2, img.rows / 2)); // downsample for faster processing
cvtColor(img, imgHSV, COLOR_BGR2HSV); // get the big wierd colours
Scalar lower(hmin, smin, vmin);
Scalar upper(hmax, smax, vmax);
inRange(imgHSV, lower, upper, mask); // make only the green ball visible
GaussianBlur(mask, imgBlur, Size(3, 3), 3, 0);
Canny(imgBlur, imgCanny, 25, 75);
Mat kernel = getStructuringElement(MORPH_RECT, Size(3, 3));
dilate(imgCanny, imgDil, kernel);
getContours(imgDil, img); // use only the visible green to the contours fuction
//displaying processes used in debuging
/*
imshow("Ball", img);
imshow("Gray", imgGray);
imshow("Blur", imgBlur);
imshow("Canny", imgCanny);
imshow("Dil", imgDil);
*/
//cout << img.rows << endl;;
//display the orginal img with the contors drawn on to it
imshow("img", img);
// do the PID controller calculations
preData = PIDCONTROL(PosX);
//send the data to the arduino
data = intToString(preData);
cout << "Data =" << data << "." << endl;
char* charArray = new char[data.size() +1];
copy(data.begin(), data.end(), charArray);
charArray[data.size()] = '\n';
arduino.writeSerialPort(charArray, MAX_DATA_LENGTH);
arduino.readSerialPort(output, MAX_DATA_LENGTH);
cout << " Arduino >> " << output << "." << endl;
delete[] charArray;
waitKey(1); //work as fast as possible
// turns out this library can only output every second
}
}
Here is the Arduino code
#include <Servo.h>
Servo myservo;
String info;
void setup() {
Serial.begin(9600);
//pinMode(led,OUTPUT);
myservo.attach(9); // attaches the servo on pin 9 to the servo object
myservo.write(90); // set the starting position to 90 degrees(flat)
}
// this is the one for on using 10 degrees
void loop()
{
if (Serial.available() >0)
{
info = Serial.readStringUntil('\n');
}
Serial.flush();
//check what the imput is then change the servo level (every 10 degrees) and output the level
// checking the string other ways caused errors dunno why
if (info.equals("0"))
{
Serial.println("Not Receiving Data");
myservo.write(90);
}
else if (info.equals("80"))
{
Serial.println("80");
myservo.write(80);
}
else if (info.equals("81"))
{
Serial.println("81");
myservo.write(81);
}
else if (info.equals("82"))
{
Serial.println("82");
myservo.write(82);
}
else if (info.equals("83"))
{
Serial.println("83");
myservo.write(83);
}
else if (info.equals("84"))
{
Serial.println("84");
myservo.write(84);
}
else if (info.equals("85"))
{
Serial.println("85");
myservo.write(85);
}
else if (info.equals("86"))
{
Serial.println("86");
myservo.write(86);
}
else if (info.equals("87"))
{
Serial.println("87");
myservo.write(87);
}
else if (info.equals("88"))
{
Serial.println("88");
myservo.write(88);
}
else if (info.equals("89"))
{
Serial.println("89");
myservo.write(89);
}
else if (info.equals("90"))
{
Serial.println("90");
myservo.write(90);
}
else if (info.equals("91"))
{
Serial.println("91");
myservo.write(91);
}
else if (info.equals("92"))
{
Serial.println("92");
myservo.write(92);
}
else if (info.equals("93"))
{
Serial.println("93");
myservo.write(93);
}
else if (info.equals("94"))
{
Serial.println("94");
myservo.write(94);
}
else if (info.equals("95"))
{
Serial.println("95");
myservo.write(95);
}
else if (info.equals("96"))
{
Serial.println("96");
myservo.write(96);
}
else if (info.equals("97"))
{
Serial.println("97");
myservo.write(97);
}
else if (info.equals("98"))
{
Serial.println("98");
myservo.write(98);
}
else if (info.equals("99"))
{
Serial.println("99");
myservo.write(99);
}
else if (info.equals("100"))
{
Serial.println("100");
myservo.write(100);
}
}
Here is the headers file taken from https://www.youtube.com/watch?v=8BWjyZxGr5o
#ifndef SERIALPORT_H
#define SERIALPORT_H
#define ARDUINO_WAIT_TIME 2000
#define MAX_DATA_LENGTH 256
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
class SerialPort
{
private:
HANDLE handler;
bool connected;
COMSTAT status;
DWORD errors;
public:
SerialPort(char* portName);
~SerialPort();
int readSerialPort(char* buffer, unsigned int buf_size);
bool writeSerialPort(char* buffer, unsigned int buf_size);
bool isConnected();
};
#endif // SERIALPORT_H
#include "SerialPort.h"
SerialPort::SerialPort(char* portName)
{
this->connected = false;
this->handler = CreateFileA(static_cast<LPCSTR>(portName),
GENERIC_READ | GENERIC_WRITE,
0,
NULL,
OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL,
NULL);
if (this->handler == INVALID_HANDLE_VALUE) {
if (GetLastError() == ERROR_FILE_NOT_FOUND) {
printf("ERROR: Handle was not attached. Reason: %s not available\n", portName);
}
else
{
printf("ERROR!!!");
}
}
else {
DCB dcbSerialParameters = { 0 };
if (!GetCommState(this->handler, &dcbSerialParameters)) {
printf("failed to get current serial parameters");
}
else {
dcbSerialParameters.BaudRate = CBR_9600;
dcbSerialParameters.ByteSize = 8;
dcbSerialParameters.StopBits = ONESTOPBIT;
dcbSerialParameters.Parity = NOPARITY;
dcbSerialParameters.fDtrControl = DTR_CONTROL_ENABLE;
if (!SetCommState(handler, &dcbSerialParameters))
{
printf("ALERT: could not set Serial port parameters\n");
}
else {
this->connected = true;
PurgeComm(this->handler, PURGE_RXCLEAR | PURGE_TXCLEAR);
Sleep(ARDUINO_WAIT_TIME);
}
}
}
}
SerialPort::~SerialPort()
{
if (this->connected) {
this->connected = false;
CloseHandle(this->handler);
}
}
int SerialPort::readSerialPort(char* buffer, unsigned int buf_size)
{
DWORD bytesRead;
unsigned int toRead = 0;
ClearCommError(this->handler, &this->errors, &this->status);
if (this->status.cbInQue > 0) {
if (this->status.cbInQue > buf_size) {
toRead = buf_size;
}
else toRead = this->status.cbInQue;
}
if (ReadFile(this->handler, buffer, toRead, &bytesRead, NULL)) return bytesRead;
return 0;
}
bool SerialPort::writeSerialPort(char* buffer, unsigned int buf_size)
{
DWORD bytesSend;
if (!WriteFile(this->handler, (void*)buffer, buf_size, &bytesSend, 0)) {
ClearCommError(this->handler, &this->errors, &this->status);
return false;
}
else return true;
}
bool SerialPort::isConnected()
{
return this->connected;
}
Related
I am making a google chrome dinosaur game using an SDL Template for graphics and I am almost finished but I have run into the issue of needing to be able to reset to the starting values of the game just like how you reset when you hit spacebar after dying in the google chrome dinosaur game. I have made an isGameOver function but I don't know how to reset the values to start a new game which is my main problem.
this is my GameScene class where the game over logic is located
GameScene.h
#pragma once
#include "Scene.h"
#include "GameObject.h"
#include "Player.h"
#include "Floor.h"
#include "Obstacle.h"
#include "FlyingObstacle.h"
#include <vector>
#include "util.h"
#include "text.h"
class GameScene : public Scene
{
public:
GameScene();
~GameScene();
void start();
void draw();
void update();
std::vector<Obstacle*> spawnedObstacle;
std::vector<FlyingObstacle*> spawnedBird;
private:
Player* player;
Floor* floor;
float spawnTime;
float currentSpawnTimer;
void floorCollision();
void obstacleCollision();
void birdCollision();
void obstacleSpawn();
void birdSpawn();
void despawnObstacle(Obstacle* obstacle);
void despawnBird(FlyingObstacle* bird);
int points;
int highscore;
bool isGameOver;
};
GameScene.cpp
#include "GameScene.h"
GameScene::GameScene()
{
// Register and add game objects on constructor
player = new Player();
this->addGameObject(player);
floor = new Floor();
this->addGameObject(floor);
points = 0;
highscore = 0;
}
GameScene::~GameScene()
{
delete player;
}
void GameScene::start()
{
Scene::start();
// Initialize any scene logic here
initFonts();
isGameOver = true;
currentSpawnTimer = 300;
spawnTime = rand() % 300; //spawn time of 5 seconds
for (int i = 0; i < 1; i++)
{
obstacleSpawn();
}
for (int i = 0; i < 3; i++)
{
birdSpawn();
}
}
void GameScene::draw()
{
Scene::draw();
drawText(110, 20, 255, 255, 255, TEXT_CENTER, "POINTS: %03d", points);
if (player->getIsAlive() == true)
{
drawText(900, 20, 255, 255, 255, TEXT_CENTER, "PRESS SPACE TO START MOVING");
}
if (player->getIsAlive() == false)
{
if (isGameOver == false)
drawText(SCREEN_WIDTH / 2, 200, 255, 255, 255, TEXT_CENTER, "YOU LOSE! PRESS SPACE TO SHOW POINTS");
if (isGameOver == true)
{
drawText(SCREEN_WIDTH / 2, 200, 255, 255, 255, TEXT_CENTER, "HIGHSCORE: %03d", highscore);
if (points > highscore)
{
drawText(SCREEN_WIDTH / 2, 200, 255, 255, 255, TEXT_CENTER, "NEW HIGHSCORE: %03d", points, highscore);
}
}
}
}
void GameScene::update()
{
if (isGameOver == true)
{
if (app.keyboard[SDL_SCANCODE_SPACE])
{
isGameOver = false;
}
}
if (isGameOver == false)
{
Scene::update();
floorCollision();
obstacleCollision();
birdCollision();
if (currentSpawnTimer > 0)
currentSpawnTimer--;
if (currentSpawnTimer <= 0)
{
for (int i = 0; i < 1; i++)
{
obstacleSpawn();
}
for (int i = 0; i < 3; i++)
{
birdSpawn();
}
currentSpawnTimer = spawnTime;
}
//This is where Gravity strength is located
if (player->getOnFloor() == false) {
player->setY(player->getY() + 7);
}
else {
player->getY() + 0;
}
}
}
void GameScene::floorCollision()
{
//Checks for collisions
for (int i = 0; i < objects.size(); i++)
{
//Cast to floor
Floor* floor = dynamic_cast<Floor*>(objects[i]);
//Check if the floor was casted
if (floor != NULL)
{
int collision = checkCollision(
player->getX(), player->getY(), player->getWidth(), player->getHeight(),
floor->getX(), floor->getY(), floor->getWidth(), floor->getHeight()
);
if (collision == 1)
{
player->setOnFloor(true);
if (player->getIsAlive() == true)
{
points++;
highscore++;
}
break;
}
}
}
}
void GameScene::obstacleCollision()
{
for (int i = 0; i < objects.size(); i++)
{
Obstacle* obstacle = dynamic_cast<Obstacle*>(objects[i]);
if (obstacle != NULL)
{
if (obstacle != NULL)
{
int collision = checkCollision(
player->getX(), player->getY(), player->getWidth(), player->getHeight(),
obstacle->getX(), obstacle->getY(), obstacle->getWidth(), obstacle->getHeight()
);
if (collision == 1)
{
player->doDeath();
isGameOver = true;
break;
}
}
}
}
}
void GameScene::birdCollision()
{
for (int i = 0; i < objects.size(); i++)
{
FlyingObstacle* bird = dynamic_cast<FlyingObstacle*>(objects[i]);
if (bird != NULL)
{
if (bird != NULL)
{
int collision = checkCollision(
player->getX(), player->getY(), player->getWidth(), player->getHeight(),
bird->getX(), bird->getY(), bird->getWidth(), bird->getHeight()
);
if (collision == 1)
{
player->doDeath();
isGameOver = true;
break;
}
}
}
}
}
void GameScene::obstacleSpawn()
{
Obstacle* obstacle = new Obstacle();
this->addGameObject(obstacle);
obstacle->setPosition(1200, 300 + (rand() % 300));
spawnedObstacle.push_back(obstacle);
}
void GameScene::birdSpawn()
{
FlyingObstacle* bird = new FlyingObstacle();
this->addGameObject(bird);
bird->setPos(1200, 300 + (rand() % 300));
spawnedBird.push_back(bird);
}
void GameScene::despawnObstacle(Obstacle* obstacle)
{
int index = -1;
for (int i = 0; i < spawnedObstacle.size(); i++)
{
//If pointer matches
if (obstacle == spawnedObstacle[i])
{
index = i;
break;
}
}
//If any match is found
if (index != -1)
{
spawnedObstacle.erase(spawnedObstacle.begin() + index);
delete obstacle;
}
}
void GameScene::despawnBird(FlyingObstacle* bird)
{
int index = -1;
for (int i = 0; i < spawnedBird.size(); i++)
{
//If pointer matches
if (bird == spawnedBird[i])
{
index = i;
break;
}
}
//If any match is found
if (index != -1)
{
spawnedBird.erase(spawnedBird.begin() + index);
delete bird;
}
}
I tried making an isGameOver bool inside my GameScene.h and I made it so that pressing spacebar would reset the game but in reality when the player dies the screen pauses every movement instead of resetting and if I press space again the game continues to move even though the player is dead.
Your entry point for the game(probably main function will probably have some form like this)
#include ...
#include ...
...
int main()
{
bool game_running = true;
while(game_running)
{
GameInstance* game = new Game(); //Allocation and initialization of all resources needed to play the game.
game.play(); // This function will finish when you lose the game.
delete game; // Deallocation.
if(!run_again())
{
game_running = false;
}
}
return 0;
}
After deallocation, you check if user wants to play again, you enter the next iteration of while loop, and new instance of Game is allocated, where all the resource handling takes place. The only problem is that allocating Game instance for every iteration might be a little costly, but you can ignore that if you don't worry about performance much.
I started writing a little game but something with the image is not working. They're working fine at the beginning but after some moments there become black and then they disappear.
Don't be worried about the long code the relevant things with the images happen mostly in the following methods: build_mode_draw() and play_mode_draw().
I tested the program with a blue cube instead of a image and it worked fine
Probably I don't really understand how the image gets loaded
#include <SDL2/SDL.h>
#define WindowWidth 1500
#define WindowHight 800
#define ArrayGrosseBuildMode 100
#define StartFensterBlockmenge 10 // in Plockgröße bezüglich der kleineren Achse
bool end = false;
bool programm_part_run = true;
unsigned int play_mode_speed = 0;
unsigned int counter;
unsigned int counter_2;
unsigned int counter_3;
unsigned int blocksize;
unsigned int blocks_fit_in_X;
unsigned int blocks_fit_in_Y;
unsigned int play_mode_blockamount;
//unsigned int blockamount = 0;
bool build_mode_block_pos[ArrayGrosseBuildMode][ArrayGrosseBuildMode];
unsigned int play_mode_block_pos_X[WindowWidth]; // Fächer beschreiben
unsigned int play_mode_block_pos_Y[WindowHight]; // ||
//mouse variables
unsigned short int pressed_mouse_button = 0; // 0 = no , 1 = left , mouse Button pressed
unsigned int MouseX;
unsigned int MouseY;
//keyboard variables
//set window
SDL_Window* window = NULL;
//set renderer
SDL_Renderer* renderer = NULL;
//set event
SDL_Event event;
void input()
{
SDL_PollEvent(&event);
// reset variables
pressed_mouse_button = 0; // set to no mouse button pressed
switch(event.type)
{
case SDL_QUIT:
end = true;
programm_part_run = false;
break;
case SDL_MOUSEMOTION:
MouseX = event.motion.x;
MouseY = event.motion.y;
break;
case SDL_MOUSEBUTTONDOWN:
switch(event.button.button)
{
case SDL_BUTTON_LEFT:
pressed_mouse_button = 1;
break;
}
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_SPACE:
programm_part_run = false;
break;
}
}
}
void put_build_mode_grid_in_renderer()
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
for(counter = 0; counter <= blocks_fit_in_Y; counter = counter + 1)
{
SDL_RenderDrawLine(renderer,0,counter * blocksize,blocks_fit_in_X*blocksize,counter * blocksize);
}
for(counter = 0; counter <= blocks_fit_in_X; counter = counter + 1)
{
SDL_RenderDrawLine(renderer,counter * blocksize,0,counter * blocksize,blocks_fit_in_Y*blocksize);
}
}
void build_mode_draw()
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 0);
SDL_RenderClear(renderer);
put_build_mode_grid_in_renderer();
SDL_Surface * image = SDL_LoadBMP("stealcube.bmp");
SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer,image);
SDL_FreeSurface(image);
for(counter = 0; counter <= blocks_fit_in_X; counter = counter + 1)
{
for(counter_2 = 0; counter_2 <= blocks_fit_in_Y; counter_2 = counter_2 + 1)
{
if(build_mode_block_pos[counter][counter_2] == true)
{
SDL_Rect dstrect = { counter * blocksize, counter_2 * blocksize, blocksize, blocksize};
SDL_RenderCopy(renderer, texture, NULL, &dstrect);
}
}
}
SDL_RenderPresent(renderer);
}
void build_mode()
{
while(programm_part_run)
{
input();
if(pressed_mouse_button == 1)
{
build_mode_block_pos[MouseX/blocksize][MouseY/blocksize] = true;
}
build_mode_draw();
}
}
void play_mode_draw()
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 0);
SDL_RenderClear(renderer);
SDL_Surface * image = SDL_LoadBMP("stealcube.bmp");
SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer,image);
SDL_FreeSurface(image);
for(counter = 0; counter < play_mode_blockamount; counter = counter + 1)
{
SDL_Rect dstrect = { play_mode_block_pos_X[counter], play_mode_block_pos_Y[counter], blocksize, blocksize};
SDL_RenderCopy(renderer, texture, NULL, &dstrect);
}
SDL_RenderPresent(renderer);
}
void play_mode()
{
counter_3 = 0;
for(counter = 0; counter <= blocks_fit_in_X; counter = counter + 1)
{
for(counter_2 = 0; counter_2 <= blocks_fit_in_Y; counter_2 = counter_2 + 1)
{
if(build_mode_block_pos[counter][counter_2] == true)
{
play_mode_block_pos_X[counter_3] = counter*blocksize;
play_mode_block_pos_Y[counter_3] = counter_2*blocksize;
counter_3 = counter_3 + 1;
}
}
}
play_mode_blockamount = counter_3;
while(programm_part_run)
{
for(counter = 0; counter < play_mode_speed; counter = counter + 1)
{
input();
SDL_Delay(1);
}
for(counter = 0; counter <= play_mode_blockamount; counter = counter + 1)
{
if(play_mode_block_pos_Y[counter] < blocks_fit_in_Y * blocksize - blocksize)
{
play_mode_block_pos_Y[counter] = play_mode_block_pos_Y[counter] + 1;
}
}
play_mode_draw();
}
}
int main (int argc, char** argv)
{
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow
(
"Test Fenster :)", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
WindowWidth,
WindowHight,
SDL_WINDOW_SHOWN
);
renderer = SDL_CreateRenderer( window, -1, SDL_RENDERER_ACCELERATED);
//setup
if(WindowWidth < WindowHight)
{
blocksize = WindowWidth/StartFensterBlockmenge;
}
else
{
blocksize = WindowHight/StartFensterBlockmenge;
}
blocks_fit_in_X = WindowWidth/blocksize;
blocks_fit_in_Y = WindowHight/blocksize;
while(!end)
{
programm_part_run = true;
build_mode();
programm_part_run = true;
play_mode();
}
}
My goal is to create an SDL window plotting different waveforms and playing an indefinite sound of this wave. By pressing specific keys, the parameters of the wave, like the amplitude, frequency or waveform can be modified.
The problem is that even a simple sine wave which looks nice when plotted, sounds noisy. I don't understand why.
Code:
#include "Graph.h"
#include <thread>
#include <iostream>
#include <sstream>
#include <string>
int main(int argc, char* argv[]){
Graph* g = new Graph();
int i;
std::cin >> i;
return 0;
}
int graphThreadFunc(void *pointer){
Graph* grid = (Graph*)pointer;
grid->init();
return 0;
}
// SDL calls this function whenever it wants its buffer to be filled with samples
void SDLAudioCallback(void *data, Uint8 *buffer, int length){
uint8_t *stream = (uint8_t*)buffer;
Graph* graph = (Graph*)data;
for (int i = 0; i <= length; i++){
if (graph->voice.audioLength <= 0)
stream[i] = graph->getSpec()->silence; // 128 is silence in a uint8 stream
else
{
stream[i] = graph->voice.getSample();
graph->voice.audioPosition++;
// Fill the graphBuffer with the first 1000 bytes of the wave for plotting
if (graph->graphPointer < 999)
graph->graphBuffer[graph->graphPointer++] = stream[i];
}
}
}
Graph::Graph()
{
// spawn thread
SDL_Thread *refresh_thread = SDL_CreateThread(graphThreadFunc, NULL, this);
}
SDL_AudioSpec* Graph::getSpec(){
return &this->spec;
}
void Graph::init()
{
// Init SDL & SDL_ttf
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER);
SDL_zero(desiredDeviceSpec);
desiredDeviceSpec.freq = 44100; // Sample Rate
desiredDeviceSpec.format = AUDIO_U8; // Unsigned 8-Bit Samples
desiredDeviceSpec.channels = 1; // Mono
desiredDeviceSpec.samples = 2048; // The size of the Audio Buffer (in number of samples, eg: 2048 * 1 Byte (AUDIO_U8)
desiredDeviceSpec.callback = SDLAudioCallback;
desiredDeviceSpec.userdata = this;
dev = SDL_OpenAudioDevice(NULL, 0, &desiredDeviceSpec, &spec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE);
if (dev == 0) {
printf("\nFailed to open audio: %s\n", SDL_GetError());
}
else {
SDL_PauseAudioDevice(dev, 1); /* pause! */
SDL_PauseAudio(1);
}
// Create an application window with the following settings:
window = SDL_CreateWindow(
WINDOW_TITLE.c_str(), // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
WINDOW_WIDTH, // width, in pixels
WINDOW_HEIGHT, // height, in pixels
SDL_WINDOW_SHOWN // flags - see below
);
// Check if the window was successfully created
if (window == NULL) {
// In case the window could not be created...
printf("Could not create window: %s\n", SDL_GetError());
return;
}
else{
voice.waveForm = Graph::Voice::WaveForm::SINE;
voice.amp = 120;
voice.frequency = 440;
SDL_PauseAudioDevice(dev, 1); // play
graphPointer = 0;
voice.audioLength = 44100;
voice.audioPosition = 0;
SDL_PauseAudioDevice(dev, 0); // play
SDL_Delay(200);
drawGraph();
mainLoop();
return;
}
}
void Graph::mainLoop()
{
while (thread_exit == 0){
SDL_Event event;
bool hasChanged = false;
while (SDL_PollEvent(&event)) {
switch (event.type)
{
case SDL_KEYDOWN:
{
hasChanged = true;
if (event.key.keysym.scancode == SDL_SCANCODE_SPACE){
//pause_thread = !pause_thread;
switch (voice.waveForm){
case Voice::SINE:
{
voice.waveForm = Graph::Voice::WaveForm::TRIANGLE;
break;
}
case Voice::TRIANGLE:
{
voice.waveForm = Graph::Voice::WaveForm::RECT;
break;
}
case Voice::RECT:
{
voice.waveForm = Graph::Voice::WaveForm::SAWTOOTH;
break;
}
case Voice::SAWTOOTH:
{
voice.waveForm = Graph::Voice::WaveForm::SINE;
break;
}
default:
break;
}
}
else if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE){
exit();
}
else if (event.key.keysym.scancode == SDL_SCANCODE_RETURN){
}
else if (event.key.keysym.scancode == SDL_SCANCODE_LEFT){
voice.frequency -= 2;
}
else if (event.key.keysym.scancode == SDL_SCANCODE_RIGHT){
voice.frequency += 2;
}
else if (event.key.keysym.scancode == SDL_SCANCODE_UP){
voice.amp += 2;
}
else if (event.key.keysym.scancode == SDL_SCANCODE_DOWN){
voice.amp -= 2;
}
else{
}
break;
}
case SDL_QUIT:
{
exit();
return;
break;
}
default: /* unhandled event */
break;
}
}
if (!pause_thread && hasChanged)
{
//SDL_PauseAudioDevice(dev, 1); // play
graphPointer = 0;
voice.audioLength = 44100;
voice.audioPosition = 0;
SDL_PauseAudioDevice(dev, 0); // play
SDL_Delay(200);
drawGraph();
}
//voice.waveForm = Voice::WaveForm::TRIANGLE;
//SDL_Delay(n); // delay the program to prevent the voice to be overridden before it has been played to the end
//SDL_PauseAudioDevice(dev, 1); // pause
SDL_Delay(REFRESH_INTERVAL);
//SDL_PauseAudioDevice(dev, 1); // pause
}
return;
}
void Graph::drawGraph()
{
SDL_Renderer *renderer = SDL_GetRenderer(window);
if (renderer == nullptr)
renderer = SDL_CreateRenderer(window, 0, SDL_RENDERER_ACCELERATED);
// Set background color
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
// Clear winow
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 22, 22, 22, 255);
for (int x = 0; x < WINDOW_WIDTH; x++){
uint8_t y = graphBuffer[x];
SDL_RenderDrawPoint(renderer, x, WINDOW_HEIGHT - y);
}
SDL_RenderPresent(renderer);
return;
}
void Graph::exit(){
thread_exit = 1;
// Close and destroy the window
SDL_DestroyWindow(window);
// Clean up
SDL_Quit();
}
uint8_t Graph::Voice::getSample(){
switch (waveForm){
case SINE:
{
float sineStep = 2 * M_PI * audioPosition * frequency / 44100;
return (amp * sin(sineStep)) + 128;
break;
}
case RECT:
break;
case SAWTOOTH:
break;
case TRIANGLE:
break;
default:
return 0;
}
}
And the header file:
#ifndef GRAPH_H
#define GRAPH_H
#include "SDL.h"
#include "SDL_audio.h"
#include <stdio.h>
#include <cmath>
#include <string>
#include <stack>
/* Constants */
const int REFRESH_INTERVAL = 50; // mseconds
const int WINDOW_WIDTH = 1000;
const int WINDOW_HEIGHT = 255;
const std::string WINDOW_TITLE = "Wave Graph";
class Graph
{
private:
SDL_Window *window; // Declare a pointer
// SDL audio stuff
SDL_AudioSpec desiredDeviceSpec;
SDL_AudioSpec spec;
SDL_AudioDeviceID dev;
int thread_exit = 0;
bool pause_thread = false;
public:
Graph();
void init();
void mainLoop();
void drawGraph();
void exit();
SDL_AudioSpec* getSpec();
struct Voice{
int frequency; // the frequency of the voice
int amp; // the amplitude of the voice
int audioLength; // number of samples to be played, eg: 1.2 seconds * 44100 samples per second
int audioPosition = 0; // counter
enum WaveForm{
SINE = 0, RECT = 1, SAWTOOTH = 2, TRIANGLE = 3
} waveForm;
uint8_t getSample();
} voice;
int graphPointer = 0;
uint8_t graphBuffer[1000];
};
#endif
Your SDLAudioCallback() is writing an extra byte off the end of buffer:
void SDLAudioCallback(void *data, Uint8 *buffer, int length)
{
...
for (int i = 0; i <= length; i++)
// ^^ huh?
{
...
}
}
Changing the <= to just < fixes the crackles on my system.
Generally C-style "byte pointer + length" APIs expect a left-closed, right-open interval: [0, length). I.e., you can access buffer[length - 1] but not buffer[length].
I'm wondering if anyone can point me in the right direction for this error.
I am learning 2D game programming using Allegro 5 installed in Visual Studio 2010.
I have been following a tutorial series and everything has been fine until the last lesson.
The final code will build successfully. The executable will load but will crash out when I hit the space bar to fire a bullet (it's a side shooter game). I get the following error:
"Assertion failed: spl, file allegro-git\addons\audio\kgm_sample.c line 321"
It obviously has something to do with the bullet sample sound linked in with the key press.
If I comment out the line: al_play_sample(shot, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, 0); in the FireBullet() function, then the game will play fine (without the bullet sound).
I have searched everywhere and cannot find a solution.
Here is the complete code for the game:
#include <allegro5\allegro.h>
#include <allegro5\allegro_primitives.h>
#include <allegro5\allegro_font.h>
#include <allegro5\allegro_ttf.h>
#include <allegro5\allegro_image.h>
#include <allegro5\allegro_audio.h>
#include <allegro5\allegro_acodec.h>
#include "objects.h"
//GLOBALS==============================
const int WIDTH = 800;
const int HEIGHT = 400;
const int NUM_BULLETS = 5;
const int NUM_COMETS = 10;
const int NUM_EXPLOSIONS = 5;
enum STATE{TITLE, PLAYING, LOST};
enum KEYS{UP, DOWN, LEFT, RIGHT, SPACE};
bool keys[5] = {false, false, false, false, false};
SpaceShip ship;
Bullet bullets[NUM_BULLETS];
Comet comets[NUM_COMETS];
Explosion explosions[NUM_EXPLOSIONS];
ALLEGRO_SAMPLE *shot = NULL;
ALLEGRO_SAMPLE *boom = NULL;
ALLEGRO_SAMPLE *song = NULL;
ALLEGRO_SAMPLE_INSTANCE *songInstance = NULL;
//prototypes
void InitShip(SpaceShip &ship, ALLEGRO_BITMAP *image);
void ResetShipAnimation(SpaceShip &ship, int position);
void DrawShip(SpaceShip &ship);
void MoveShipUp(SpaceShip &ship);
void MoveShipDown(SpaceShip &ship);
void MoveShipLeft(SpaceShip &ship);
void MoveShipRight(SpaceShip &ship);
void InitBullet(Bullet bullet[], int size);
void DrawBullet(Bullet bullet[], int size);
void FireBullet(Bullet bullet[], int size, SpaceShip &ship);
void UpdateBullet(Bullet bullet[], int size);
void CollideBullet(Bullet bullet[], int bSize, Comet comets[], int cSize, SpaceShip &ship, Explosion explosions[], int eSize);
void InitComet(Comet comets[], int size, ALLEGRO_BITMAP *image);
void DrawComet(Comet comets[], int size);
void StartComet(Comet comets[], int size);
void UpdateComet(Comet comets[], int size);
void CollideComet(Comet comets[], int cSize, SpaceShip &ship, Explosion explosions[], int eSize);
void InitExplosions(Explosion explosions[], int size, ALLEGRO_BITMAP *image);
void DrawExplosions(Explosion explosions[], int size);
void StartExplosions(Explosion explosions[], int size, int x, int y);
void UpdateExplosions(Explosion explosions[], int size);
void InitBackground(Background &back, float x, float y, float velX, float velY, int width, int height, int dirX, int dirY, ALLEGRO_BITMAP *image);
void UpdateBackground(Background &back);
void DrawBackground(Background &back);
void ChangeState(int &state, int newState);
int main(void)
{
//primitive variable
bool done = false;
bool redraw = true;
const int FPS = 60;
int state = -1;
//object variables
Background BG;
Background MG;
Background FG;
//Allegro variables
ALLEGRO_DISPLAY *display = NULL;
ALLEGRO_EVENT_QUEUE *event_queue = NULL;
ALLEGRO_TIMER *timer = NULL;
ALLEGRO_FONT *font18 = NULL;
ALLEGRO_BITMAP *shipImage;
ALLEGRO_BITMAP *cometImage;
ALLEGRO_BITMAP *expImage;
ALLEGRO_BITMAP *title = NULL;
ALLEGRO_BITMAP *lost = NULL;
ALLEGRO_BITMAP *bgImage = NULL;
ALLEGRO_BITMAP *mgImage = NULL;
ALLEGRO_BITMAP *fgImage = NULL;
//Initialization Functions
if(!al_init()) //initialize Allegro
return -1;
display = al_create_display(WIDTH, HEIGHT); //create our display object
if(!display) //test display object
return -1;
al_init_primitives_addon();
al_install_keyboard();
al_init_font_addon();
al_init_ttf_addon();
al_init_image_addon();
al_install_audio();
al_init_acodec_addon();
event_queue = al_create_event_queue();
timer = al_create_timer(1.0 / FPS);
shipImage = al_load_bitmap("spaceship_by_arboris.png");
al_convert_mask_to_alpha(shipImage, al_map_rgb(255, 0, 255));
cometImage = al_load_bitmap("asteroids.png");
expImage = al_load_bitmap("explosion.png");
title = al_load_bitmap("Shooter_Title.png");
lost = al_load_bitmap("Shooter_Lose.png");
bgImage = al_load_bitmap("starBG.png");
mgImage = al_load_bitmap("starMG.png");
fgImage = al_load_bitmap("starFG.png");
al_reserve_samples(10);
shot = al_load_sample("shot.ogg");
boom = al_load_sample("explosion.wav");
song = al_load_sample("war.wav");
songInstance = al_create_sample_instance(song);
al_set_sample_instance_playmode(songInstance, ALLEGRO_PLAYMODE_LOOP);
al_attach_sample_instance_to_mixer(songInstance, al_get_default_mixer());
srand(time(NULL));
ChangeState(state, TITLE);
InitShip(ship, shipImage);
InitBullet(bullets, NUM_BULLETS);
InitComet(comets, NUM_COMETS, cometImage);
InitExplosions(explosions, NUM_EXPLOSIONS, expImage);
InitBackground(BG, 0, 0, 1, 0, 800, 400, -1, 1, bgImage);
InitBackground(MG, 0, 0, 2, 0, 2400, 400, -1, 1, mgImage);
InitBackground(FG, 0, 0, 4, 0, 2400, 400, -1, 1, fgImage);
font18 = al_load_font("arial.ttf", 18, 0);
al_register_event_source(event_queue, al_get_keyboard_event_source());
al_register_event_source(event_queue, al_get_timer_event_source(timer));
al_register_event_source(event_queue, al_get_display_event_source(display));
al_start_timer(timer);
while(!done)
{
ALLEGRO_EVENT ev;
al_wait_for_event(event_queue, &ev);
if(ev.type == ALLEGRO_EVENT_TIMER)
{
redraw = true;
if(keys[UP])
MoveShipUp(ship);
else if(keys[DOWN])
MoveShipDown(ship);
else
ResetShipAnimation(ship, 1);
if(keys[LEFT])
MoveShipLeft(ship);
else if(keys[RIGHT])
MoveShipRight(ship);
else
ResetShipAnimation(ship, 2);
if(state == TITLE)
{}
else if(state == PLAYING)
{
UpdateBackground(BG);
UpdateBackground(MG);
UpdateBackground(FG);
UpdateExplosions(explosions, NUM_EXPLOSIONS);
UpdateBullet(bullets, NUM_BULLETS);
StartComet(comets, NUM_COMETS);
UpdateComet(comets, NUM_COMETS);
CollideBullet(bullets, NUM_BULLETS, comets, NUM_COMETS, ship, explosions, NUM_EXPLOSIONS);
CollideComet(comets, NUM_COMETS, ship, explosions, NUM_EXPLOSIONS);
if(ship.lives <= 0)
ChangeState(state, LOST);
}
else if(state == LOST)
{}
}
else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
{
done = true;
}
else if(ev.type == ALLEGRO_EVENT_KEY_DOWN)
{
switch(ev.keyboard.keycode)
{
case ALLEGRO_KEY_ESCAPE:
done = true;
break;
case ALLEGRO_KEY_UP:
keys[UP] = true;
break;
case ALLEGRO_KEY_DOWN:
keys[DOWN] = true;
break;
case ALLEGRO_KEY_LEFT:
keys[LEFT] = true;
break;
case ALLEGRO_KEY_RIGHT:
keys[RIGHT] = true;
break;
case ALLEGRO_KEY_SPACE:
keys[SPACE] = true;
if(state == TITLE)
ChangeState(state, PLAYING);
else if(state ==PLAYING)
FireBullet(bullets, NUM_BULLETS, ship);
else if(state == LOST)
ChangeState(state, PLAYING);
break;
}
}
else if(ev.type == ALLEGRO_EVENT_KEY_UP)
{
switch(ev.keyboard.keycode)
{
case ALLEGRO_KEY_ESCAPE:
done = true;
break;
case ALLEGRO_KEY_UP:
keys[UP] = false;
break;
case ALLEGRO_KEY_DOWN:
keys[DOWN] = false;
break;
case ALLEGRO_KEY_LEFT:
keys[LEFT] = false;
break;
case ALLEGRO_KEY_RIGHT:
keys[RIGHT] = false;
break;
case ALLEGRO_KEY_SPACE:
keys[SPACE] = false;
break;
}
}
if(redraw && al_is_event_queue_empty(event_queue))
{
redraw = false;
if(state == TITLE)
{
al_draw_bitmap(title, 0, 0, 0);
}
else if(state == PLAYING)
{
DrawBackground(BG);
DrawBackground(MG);
DrawBackground(FG);
DrawShip(ship);
DrawBullet(bullets, NUM_BULLETS);
DrawComet(comets, NUM_COMETS);
DrawExplosions(explosions, NUM_EXPLOSIONS);
al_draw_textf(font18, al_map_rgb(255, 0, 255), 5, 5, 0, "Player has %i lives left. Player has destroyed %i objects", ship.lives, ship.score);
}
else if(state == LOST)
{
al_draw_bitmap(lost, 0, 0, 0);
al_draw_textf(font18, al_map_rgb(0, 255, 255), WIDTH - 10, 20, ALLEGRO_ALIGN_RIGHT, "Final Score: %i", ship.score);
}
al_flip_display();
al_clear_to_color(al_map_rgb(0,0,0));
}
}
al_destroy_sample(shot);
al_destroy_sample(boom);
al_destroy_sample(song);
al_destroy_sample_instance(songInstance);
al_destroy_bitmap(bgImage);
al_destroy_bitmap(mgImage);
al_destroy_bitmap(fgImage);
al_destroy_bitmap(title);
al_destroy_bitmap(lost);
al_destroy_bitmap(expImage);
al_destroy_bitmap(cometImage);
al_destroy_bitmap(shipImage);
al_destroy_event_queue(event_queue);
al_destroy_timer(timer);
al_destroy_font(font18);
al_destroy_display(display); //destroy our display object
return 0;
}
void InitShip(SpaceShip &ship, ALLEGRO_BITMAP *image = NULL) {
ship.x = 20;
ship.y = HEIGHT / 2;
ship.ID = PLAYER;
ship.lives = 3;
ship.speed = 6;
ship.boundx = 10;
ship.boundy = 12;
ship.score = 0;
ship.maxFrame = 3;
ship.curFrame = 0;
ship.frameCount = 0;
ship.frameDelay = 50;
ship.frameWidth = 44;
ship.frameHeight = 41;
ship.animationColumns = 3;
ship.animationDirection = 1;
ship.animationRow = 1;
if(image != NULL)
ship.image = image;
}
void ResetShipAnimation(SpaceShip &ship, int position)
{
if(position == 1)
ship.animationRow = 1;
else
ship.curFrame = 0;
}
void DrawShip(SpaceShip &ship)
{
int fx =(ship.curFrame % ship.animationColumns) * ship.frameWidth;
int fy = ship.animationRow * ship.frameHeight;
al_draw_bitmap_region(ship.image, fx, fy, ship.frameWidth,
ship.frameHeight, ship.x - ship.frameWidth / 2, ship.y - ship.frameHeight / 2, 0);
/*al_draw_filled_rectangle(ship.x - ship.boundx, ship.y - ship.boundy, ship.x + ship.boundx,
ship.y + ship.boundy, al_map_rgba(255, 0, 255, 100));*/
}
void MoveShipUp(SpaceShip &ship)
{
ship.animationRow = 0;
ship.y -= ship.speed;
if(ship.y < 0)
ship.y = 0;
}
void MoveShipDown(SpaceShip &ship)
{
ship.animationRow = 2;
ship.y += ship.speed;
if(ship.y > HEIGHT)
ship.y = HEIGHT;
}
void MoveShipLeft(SpaceShip &ship)
{
ship.curFrame = 2;
ship.x -= ship.speed;
if(ship.x < 0)
ship.x = 0;
}
void MoveShipRight(SpaceShip &ship)
{
ship.curFrame = 1;
ship.x += ship.speed;
if(ship.x > 300)
ship.x = 300;
}
void InitBullet(Bullet bullet[], int size)
{
for(int i = 0; i < size; i++)
{
bullet[i].ID = BULLET;
bullet[i].speed = 10;
bullet[i].live = false;
}
}
void DrawBullet(Bullet bullet[], int size)
{
for( int i = 0; i < size; i++)
{
if(bullet[i].live)
al_draw_filled_circle(bullet[i].x, bullet[i].y, 2, al_map_rgb(255, 255, 255));
}
}
void FireBullet(Bullet bullet[], int size, SpaceShip &ship)
{
for( int i = 0; i < size; i++)
{
if(!bullet[i].live)
{
bullet[i].x = ship.x + 17;
bullet[i].y = ship.y;
bullet[i].live = true;
al_play_sample(shot, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, 0);
break;
}
}
}
void UpdateBullet(Bullet bullet[], int size)
{
for(int i = 0; i < size; i++)
{
if(bullet[i].live)
{
bullet[i].x += bullet[i].speed;
if(bullet[i].x > WIDTH)
bullet[i].live = false;
}
}
}
void CollideBullet(Bullet bullet[], int bSize, Comet comets[], int cSize, SpaceShip &ship, Explosion explosions[], int eSize)
{
for(int i = 0; i < bSize; i++)
{
if(bullet[i].live)
{
for(int j =0; j < cSize; j++)
{
if(comets[j].live)
{
if(bullet[i].x > (comets[j].x - comets[j].boundx) &&
bullet[i].x < (comets[j].x + comets[j].boundx) &&
bullet[i].y > (comets[j].y - comets[j].boundy) &&
bullet[i].y < (comets[j].y + comets[j].boundy))
{
bullet[i].live = false;
comets[j].live = false;
ship.score++;
StartExplosions(explosions, eSize, bullet[i].x, bullet[i].y);
al_play_sample(boom, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, 0);
}
}
}
}
}
}
void InitComet(Comet comets[], int size, ALLEGRO_BITMAP *image = NULL)
{
for(int i = 0; i < size; i++)
{
comets[i].ID = ENEMY;
comets[i].live = false;
comets[i].speed = 5;
comets[i].boundx = 35;
comets[i].boundy = 35;
comets[i].maxFrame = 143;
comets[i].curFrame = 0;
comets[i].frameCount = 0;
comets[i].frameDelay = 2;
comets[i].frameWidth = 96;
comets[i].frameHeight = 96;
comets[i].animationColumns = 21;
if(rand() % 2)
comets[i].animationDirection = 1;
else
comets[i].animationDirection = -1;
if(image != NULL)
comets[i].image = image;
}
}
void DrawComet(Comet comets[], int size)
{
for(int i = 0; i < size; i++)
{
if(comets[i].live)
{
int fx = (comets[i].curFrame % comets[i].animationColumns) * comets[i].frameWidth;
int fy = (comets[i].curFrame / comets[i].animationColumns) * comets[i].frameHeight;
al_draw_bitmap_region(comets[i].image, fx, fy, comets[i].frameWidth,
comets[i].frameHeight, comets[i].x - comets[i].frameWidth / 2, comets[i].y - comets[i].frameHeight / 2, 0);
/*al_draw_filled_rectangle(comets[i].x - comets[i].boundx, comets[i].y - comets[i].boundy, comets[i].x + comets[i].boundx,
comets[i].y + comets[i].boundy, al_map_rgba(255, 0, 255, 100));*/
}
}
}
void StartComet(Comet comets[], int size)
{
for(int i = 0; i < size; i++)
{
if(!comets[i].live)
{
if(rand() % 500 == 0)
{
comets[i].live = true;
comets[i].x = WIDTH;
comets[i].y = 30 + rand() % (HEIGHT - 60);
break;
}
}
}
}
void UpdateComet(Comet comets[], int size)
{
for(int i = 0; i < size; i++)
{
if(comets[i].live)
{
if(++comets[i].frameCount >= comets[i].frameDelay)
{
comets[i].curFrame += comets[i].animationDirection;
if(comets[i].curFrame >= comets[i].maxFrame)
comets[i].curFrame = 0;
else if( comets[i].curFrame <= 0)
comets[i].curFrame = comets[i].maxFrame - 1;
comets[i].frameCount = 0;
}
comets[i].x -= comets[i].speed;
}
}
}
void CollideComet(Comet comets[], int cSize, SpaceShip &ship, Explosion explosions[], int eSize)
{
for(int i = 0; i < cSize; i++)
{
if(comets[i].live)
{
if(comets[i].x - comets[i].boundx < ship.x + ship.boundx &&
comets[i].x + comets[i].boundx > ship.x - ship.boundx &&
comets[i].y - comets[i].boundy < ship.y + ship.boundy &&
comets[i].y + comets[i].boundy > ship.y - ship.boundy)
{
ship.lives--;
comets[i].live = false;
StartExplosions(explosions, eSize, ship.x, ship.y);
al_play_sample(boom, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, 0);
}
else if(comets[i].x < 0)
{
comets[i].live = false;
ship.lives--;
}
}
}
}
void InitExplosions(Explosion explosions[], int size, ALLEGRO_BITMAP *image = NULL)
{
for(int i = 0; i < size; i++)
{
explosions[i].live = false;
explosions[i].maxFrame = 31;
explosions[i].curFrame = 0;
explosions[i].frameCount = 0;
explosions[i].frameDelay = 1;
explosions[i].frameWidth = 128;
explosions[i].frameHeight = 128;
explosions[i].animationColumns = 8;
explosions[i].animationDirection = 1;
if(image != NULL)
explosions[i].image = image;
}
}
void DrawExplosions(Explosion explosions[], int size)
{
for(int i = 0; i < size; i++)
{
if(explosions[i].live)
{
int fx = (explosions[i].curFrame % explosions[i].animationColumns) * explosions[i].frameWidth;
int fy = (explosions[i].curFrame / explosions[i].animationColumns) * explosions[i].frameHeight;
al_draw_bitmap_region(explosions[i].image, fx, fy, explosions[i].frameWidth,
explosions[i].frameHeight, explosions[i].x - explosions[i].frameWidth / 2, explosions[i].y - explosions[i].frameHeight / 2, 0);
}
}
}
void StartExplosions(Explosion explosions[], int size, int x, int y)
{
for(int i = 0; i < size; i++)
{
if(!explosions[i].live)
{
explosions[i].live = true;
explosions[i].x = x;
explosions[i].y = y;
break;
}
}
}
void UpdateExplosions(Explosion explosions[], int size)
{
for(int i = 0; i < size; i++)
{
if(explosions[i].live)
{
if(++explosions[i].frameCount >= explosions[i].frameDelay)
{
explosions[i].curFrame += explosions[i].animationDirection;
if(explosions[i].curFrame >= explosions[i].maxFrame)
{
explosions[i].curFrame = 0;
explosions[i].live = false;
}
explosions[i].frameCount = 0;
}
}
}
}
void InitBackground(Background &back, float x, float y, float velx, float vely, int width, int height, int dirX, int dirY, ALLEGRO_BITMAP *image)
{
back.x = x;
back.y = y;
back.velX = velx;
back.velY = vely;
back.width = width;
back.height = height;
back.dirX = dirX;
back.dirY = dirY;
back.image = image;
}
void UpdateBackground(Background &back)
{
back.x += back.velX * back.dirX;
if(back.x + back.width <= 0)
back.x = 0;
}
void DrawBackground(Background &back)
{
al_draw_bitmap(back.image, back.x, back.y, 0);
if(back.x + back.width < WIDTH)
al_draw_bitmap(back.image, back.x + back.width, back.y, 0);
}
void ChangeState(int &state, int newState)
{
if(state == TITLE)
{}
else if(state == PLAYING)
{
al_stop_sample_instance(songInstance);
}
else if(state == LOST)
{}
state = newState;
if(state == TITLE)
{}
else if(state == PLAYING)
{
InitShip(ship);
InitBullet(bullets, NUM_BULLETS);
InitComet(comets, NUM_COMETS);
InitExplosions(explosions, NUM_EXPLOSIONS);
al_play_sample_instance(songInstance);
}
else if(state == LOST)
{}
}
Check that a pointer you are using is not NULL when you try to load the file. If it stays NULL then that exception is always thrown because the system will try to read from memory address 0x0 which frankly does not exist
my name is budi.
i am a newbie in image processing, recently i've been trying to learn about opencv and visual studio. i already succeed to detect the face then draw the circle around the face that i've detected thanks to the example in some DIY website. my question is, how to detect a circle that encircling the face ? so i can use it for "if" condition, for example
if ( condition )//there is at least one circle in the frame
{
bla bla bla
}
here is the code i use :
#include <opencv2/objdetect/objdetect.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/ocl/ocl.hpp>
#include <opencv2/core/core.hpp>
#include <opencv2/opencv.hpp>
#include <opencv2/opencv_modules.hpp>
#include <opencv2/videostab/deblurring.hpp>
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <Windows.h>
#include <sstream>
#include <string>
using namespace std;
using namespace cv;
const static Scalar colors[] = { CV_RGB(0,0,255),
CV_RGB(0,128,255),
CV_RGB(0,255,255),
CV_RGB(0,255,0),
CV_RGB(255,128,0),
CV_RGB(255,255,0),
CV_RGB(255,0,0),
CV_RGB(255,0,255)
} ;
void Draw(Mat& img, vector<Rect>& faces, double scale);
int main(int argc, const char** argv)
{
// Setup serial port connection and needed variables.
HANDLE hSerial = CreateFile(L"COM8", GENERIC_READ | GENERIC_WRITE, 0, 0, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);
if (hSerial !=INVALID_HANDLE_VALUE)
{
printf("Port opened! \n");
DCB dcbSerialParams;
GetCommState(hSerial,&dcbSerialParams);
dcbSerialParams.BaudRate = CBR_9600;
dcbSerialParams.ByteSize = 8;
dcbSerialParams.Parity = NOPARITY;
dcbSerialParams.StopBits = ONESTOPBIT;
//CvMemStorage* p_strStorage;
char incomingData[256] = ""; // don't forget to pre-allocate memory
//printf("%s\n",incomingData);
int dataLength = 256;
int readResult = 0;
SetCommState(hSerial, &dcbSerialParams);
}
else
{
if (GetLastError() == ERROR_FILE_NOT_FOUND)
{
printf("Serial port doesn't exist! \n");
}
printf("Error while setting up serial port! \n");
}
char outputChars[] ="c" ;
DWORD btsIO;
//void Draw(Mat& img, vector<Rect>& faces, double scale);
Mat frame, frameCopy, image;
//int i; // loop counter
//char charCheckForEscKey; // char for checking key press (Esc exits program)
//create the cascade classifier object used for the face detection
CascadeClassifier face_cascade;
//use the haarcascade_frontalface_alt.xml library
face_cascade.load("haarcascade_frontalface_alt.xml");
//setup video capture device and link it to the first capture device
VideoCapture captureDevice;
captureDevice.open(0);
if(captureDevice.open(0) == NULL)
{ // if capture was not successful . . .
printf("error: capture error \n"); // error message to standard out . . .
getchar(); // getchar() to pause for user see message . . .
return(-1);
}
//setup image files used in the capture process
Mat captureFrame;
Mat grayscaleFrame;
//create a window to present the results
namedWindow("FaceDetection", 1);
//int servoPosition = 90;
//int servoOrientation = 0;
//int servoPosition1=90;
//int servoOrientation1=0;
//create a loop to capture and find faces
while(true)
{
//p_imgOriginal = captureFrame;
//capture a new image frame
captureDevice>>captureFrame;
//convert captured image to gray scale and equalize
cvtColor(captureFrame, grayscaleFrame, CV_BGR2GRAY);
imshow("Grayscale", grayscaleFrame);
equalizeHist(grayscaleFrame, grayscaleFrame);
//p_strStorage = cvCreateMemStorage(0);
//create a vector array to store the face found
std::vector<Rect> faces;
//find faces and store them in the vector array
face_cascade.detectMultiScale(grayscaleFrame, faces, 1.1, 3, CV_HAAR_FIND_BIGGEST_OBJECT|CV_HAAR_SCALE_IMAGE, Size(30,30));
//draw a circle for all found faces in the vector array on the original image
//for(int i = 0; i < faces.size(); i++)
int i = 0;
//for( int i = 0; i < faces.size(); i++ )
for( vector<Rect>::const_iterator r = faces.begin(); r != faces.end(); r++, i++ )
{
Point center( faces[i].x + faces[i].width*0.5, faces[i].y + faces[i].height*0.5 );
Scalar color = colors[i%8];
center.x = cvRound((r->x + r->width*0.5));
center.y = cvRound((r->y + r->height*0.5));
Point pt1(faces[i].x + faces[i].width, faces[i].y + faces[i].height);
Point pt2(faces[i].x, faces[i].y);
int radius;
int X = faces[i].x;
int Y = faces[i].y;
radius = cvRound((faces[i].width + faces[i].height)*0.25);
//ellipse( frame, center, Size( faces[i].width*0.5, faces[i].height*0.5), 0, 0, 360, Scalar( 255, 0, 255 ), 2, 8, 0 );
//rectangle(captureFrame, pt1, pt2, cvScalar(0, 255, 0, 0), 1, 8, 0);
circle(captureFrame,center,radius,cvScalar(0, 255, 0, 0), 1, 8, 0);
cout << "X:" << faces[i].x << " Y:" << faces[i].y << endl;
if (radius >= 85)
{
outputChars[0] = 'a';
WriteFile(hSerial, outputChars, strlen(outputChars), &btsIO, NULL);
cout << "radius >= 85, advertising begin" << endl;
//FlushFileBuffers(hSerial);
}
else if (radius <= 84)
{
outputChars[0] = 'b';
WriteFile(hSerial, outputChars, strlen(outputChars), &btsIO, NULL);
//cout << "radius >= 85, advertising begin" << endl;
}
/*else if (radius >= 85 | X<=164 && X>=276)
{
outputChars[0] = 'z';
WriteFile(hSerial, outputChars, strlen(outputChars), &btsIO, NULL);
cout << "radius >= 85, advertising begin" << endl;
//FlushFileBuffers(hSerial);
}
else if (radius < 85)
{
outputChars[0] = 'b';
WriteFile(hSerial, outputChars, strlen(outputChars), &btsIO, NULL);
cout << "radius: " << radius << "radius < 85, advertising end!" << endl;
//FlushFileBuffers(hSerial);
}
/*if (X>=165 | X<=275)
{
outputChars[0]='u';
WriteFile(hSerial, outputChars, strlen(outputChars), &btsIO, NULL);
cout <<"Face in the middle of the frame" << endl;
FlushFileBuffers(hSerial);
}
/*if (X<=164 | X>=276)
{
outputChars[0]='y';
WriteFile(hSerial, outputChars, strlen(outputChars), &btsIO, NULL);
cout <<"no face in the middle of the frame" << endl;
//FlushFileBuffers(hSerial);
}*/
}
//print the output
imshow("FaceDetection", captureFrame);
//pause for 200ms
waitKey(60);
}
cvDestroyWindow("FaceDetection");
cvDestroyWindow("Grayscale");
FlushFileBuffers(hSerial);
// This closes the Serial Port
CloseHandle(hSerial);
return 0;
}
please help me, and thank you all for the attention.