Figura 7.5: Proceso Del Algoritmo Flood Fill

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Figura 7.5: Proceso Del Algoritmo Flood Fill 1 Gracias a mi tutor Miguel Angel por guiarme y aconsejarme a lo largo de la realización de este trabajo. Gracias a mis compañeros de clase por hacer que el camino hasta aquí haya sido mucho más divertido, en especial a Aitor y Fran que me han acompañado a diario en las clases del Master. Y por último, gracias a mis amigos y familiares, en especial a mi madre, mi padre y mi hermana por acompañarme en el día a día. 1 “Lo que puedas hacer hoy, no lo dejes para mañana” Mi abuela 3 Índice de contenidos Índice de figuras .................................................................................................................................... 9 Índice de tablas ................................................................................................................................... 11 1. Introducción ................................................................................................................................ 13 1.1. ¿Qué es un videojuego basado en el procesamiento de imágenes? ................................. 13 1.2. Historia de los videojuegos basados en el procesamiento de imágenes ........................... 13 1.3. Actualidad de los videojuegos basados en el procesamiento de imágenes ...................... 16 1.4. Motivación ......................................................................................................................... 17 1.5. Objetivos ............................................................................................................................ 18 1.6. Estructura del documento ................................................................................................. 18 2. Análisis ........................................................................................................................................ 21 2.1. Metodología ....................................................................................................................... 21 2.2. Herramientas...................................................................................................................... 21 2.2.1. Software ..................................................................................................................... 21 2.2.2. Hardware ................................................................................................................... 22 2.3. Ámbito ................................................................................................................................ 23 2.4. Negocio .............................................................................................................................. 24 2.5. Futuro ................................................................................................................................. 24 3. Diseño ......................................................................................................................................... 27 3.1. Argumento ......................................................................................................................... 27 3.1.1. Título del videojuego ................................................................................................. 27 3.2. Mecánica ............................................................................................................................ 27 3.2.1. Flujo de la partida ...................................................................................................... 27 3.2.2. Jugabilidad ................................................................................................................. 28 3.3. Arquitectura ....................................................................................................................... 28 3.3.1. Unity ........................................................................................................................... 28 3.3.2. Videojuego ........................................................................................................................ 29 3.4. Captura de fotografías ....................................................................................................... 29 5 3.5. Contenido ........................................................................................................................... 29 3.5.1. Escenario ........................................................................................................................... 30 3.5.2. Armas ................................................................................................................................ 32 3.5.3. Enemigos ........................................................................................................................... 33 3.5.4. Objetos recolectables ....................................................................................................... 33 3.5.6. Otros elementos del escenario ......................................................................................... 34 3.5.7. HUD ................................................................................................................................... 34 3.6. Progreso ............................................................................................................................. 39 3.7. Requisitos ........................................................................................................................... 39 3.7.1. Requisitos funcionales ............................................................................................... 39 3.7.2. Requisitos no funcionales .......................................................................................... 43 4. Desarrollo .................................................................................................................................... 45 4.1. Captura de fotografías ....................................................................................................... 46 4.2. Escenario ............................................................................................................................ 47 4.2.1. Generación de blobs .................................................................................................. 47 4.2.2. Generación del contenido del escenario ................................................................... 50 4.3. Lógica del jugador .............................................................................................................. 54 4.4. Armas ................................................................................................................................. 54 4.5. Enemigos ............................................................................................................................ 55 4.6. HUD .................................................................................................................................... 55 5. Conclusiones ............................................................................................................................... 57 5.1. Repaso de objetivos ........................................................................................................... 57 5.1.1. Captura de imágenes desde dentro del videojuego .................................................. 57 5.1.2. Procesamiento de la imagen capturada para generar el escenario del videojuego .. 57 5.1.3. Contenido de los escenarios ...................................................................................... 58 5.1.4. Manejo del jugador .................................................................................................... 58 5.1.5. Aspecto visual y sonoro ............................................................................................. 59 5.1.6. Testear el videojuego ................................................................................................. 59 5.2. Imágenes del resultado ...................................................................................................... 59 6 5.3. Desarrollo futuro ................................................................................................................ 62 5.4. Reflexión general................................................................................................................ 63 6. Bibliografía .................................................................................................................................. 65 7. Anexo .......................................................................................................................................... 67 7.1. Split and merge .................................................................................................................. 67 7.1.1. Split ............................................................................................................................ 67 7.1.2. Merge ......................................................................................................................... 68 7.2. Flood fill .............................................................................................................................. 69 7 Índice de figuras Figura 1.1: Game Boy Camera (1998) ................................................................................................. 14 Figura 1.2 : Eye Toy (2003) .................................................................................................................. 14 Figura 1.3: Kinect (2010) ....................................................................................................................
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