Pad modifies ball path and ball facing its direction
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@@ -23,7 +23,14 @@ void dd::Systems::BallSystem::Update(double dt)
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void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
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if (ballComponent != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
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glm::vec2 up = glm::vec2(0.f, 1.f);
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float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
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transform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
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}
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}
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void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
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@@ -38,35 +45,48 @@ void dd::Systems::BallSystem::OnEntityRemoved(EntityID entity)
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bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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{
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auto ballComponent1 = m_World->GetComponent<Components::Ball>(event.Entity1);
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auto ballComponent2 = m_World->GetComponent<Components::Ball>(event.Entity2);
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Components::Ball* ballComponent1 = m_World->GetComponent<Components::Ball>(event.Entity1);
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Components::Ball* ballComponent2 = m_World->GetComponent<Components::Ball>(event.Entity2);
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Components::Ball* ballComponent;
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//Which is the ball?
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EntityID ballEntity, otherEntitiy;
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glm::vec2 normal;
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if (ballComponent1 != nullptr) {
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ballEntity = event.Entity1;
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otherEntitiy = event.Entity2;
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ballComponent = ballComponent1;
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}
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else if (ballComponent2 != nullptr) {
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ballEntity = event.Entity2;
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otherEntitiy = event.Entity1;
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ballComponent = ballComponent2;
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}
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else {
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return false;
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//TODO: Add support for power-up collisions
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}
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//normal.x = -normal.x;
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auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
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auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
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glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
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ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
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//LOG_INFO("Velocity: %f, %f\n", ballTransform->Velocity.x, ballTransform->Velocity.y);
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if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
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auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
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float x = ballTransform->Position.x - padTransform->Position.x;
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float movementMultiplier = 5.0f;
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float y = glm::cos((abs(x) / ((1.6f) * movementMultiplier)) * glm::pi<float>() / 2.f) + 1.f;
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ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
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}
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else {
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glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
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ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
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}
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return true;
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