Water splash
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@@ -102,12 +102,14 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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e.LifeTime = 1.5;
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e.ParticleScale.push_back(0.6);
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e.ParticleScale.push_back(1.8);
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e.ParticlesToSpawn = 5;
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e.ParticlesToSpawn = 1;
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e.Position = cloneTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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e.Speed = 1.7;
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e.SpreadAngle = glm::pi<float>()/10;
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e.SpreadAngle = glm::pi<float>()/100;
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e.spritePath = "Textures/Sprites/Smoke1.png";
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e.Emitting = true;
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e.SpawnFrequency = 0.2;
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e.Color = glm::vec4(0.6,0.6,0.6,1);
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EventBroker->Publish(e);
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}
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@@ -192,36 +194,65 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
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//auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntity);
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{
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// Events::CreateExplosion e;
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// e.LifeTime = 3;
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// e.ParticleScale.push_back(8);
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// e.ParticlesToSpawn = 20;
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// e.Position = shellTransform->Position;
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// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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// e.Speed = 3;
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// e.SpreadAngle = glm::pi<float>();
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// e.spritePath = "Textures/Sprites/Smoke1.png";
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// e.Color = glm::vec4(0.6,0.6,0.6,1);
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// EventBroker->Publish(e);
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// e.LifeTime = 0.7;
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// e.ParticleScale.push_back(12);
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// e.ParticlesToSpawn = 10;
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// e.Position = shellTransform->Position;
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// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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// e.Speed = 17;
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// e.SpreadAngle = glm::pi<float>();
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// e.spritePath = "Textures/Sprites/Fire.png";
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// EventBroker->Publish(e);
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// e.LifeTime = 0.2;
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// e.ParticleScale.push_back(1);
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// e.ParticleScale.push_back(15);
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// e.ParticlesToSpawn = 5;
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// e.Position = shellTransform->Position;
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// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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// e.Speed = 6;
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// e.SpreadAngle = glm::pi<float>();
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// e.spritePath = "Textures/Sprites/Blast1.png";
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// e.Color = glm::vec4(2, 2, 2, 0.2);
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// EventBroker->Publish(e);
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Events::CreateExplosion e;
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e.LifeTime = 3;
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e.ParticleScale.push_back(8);
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e.LifeTime = 1;
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(3);
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e.ParticlesToSpawn = 20;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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e.Speed = 3;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Smoke1.png";
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e.Color = glm::vec4(0.6,0.6,0.6,1);
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EventBroker->Publish(e);
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e.LifeTime = 0.7;
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e.ParticleScale.push_back(12);
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e.ParticlesToSpawn = 10;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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e.Speed = 17;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Fire.png";
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EventBroker->Publish(e);
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e.LifeTime = 0.2;
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(15);
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e.ParticlesToSpawn = 5;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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e.SpreadAngle = glm::radians<float>(180) / 4;
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e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
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e.UseGoalVector = true;
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e.GoalVelocity = glm::vec3(0,-4,0);
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e.Speed = 6;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Blast1.png";
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e.Color = glm::vec4(2, 2, 2, 0.2);
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e.spritePath = "Textures/Sprites/Splash.png";
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e.Color = glm::vec4(5.f,5.f,5.f,1);
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EventBroker->Publish(e);
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e.LifeTime = 1;
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(3);
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e.ParticlesToSpawn = 20;
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e.Position = shellTransform->Position;
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e.SpreadAngle = glm::radians<float>(180)/ 4;
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e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
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e.UseGoalVector = true;
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e.GoalVelocity = glm::vec3(0,-4,0);
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e.Speed = 6;
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e.spritePath = "Textures/Sprites/Splash.png";
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e.Color = glm::vec4(1.f,1.f,1.f,1);
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EventBroker->Publish(e);
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}
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{
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