Scroll to next stage works!
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@@ -143,6 +143,7 @@ public:
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(-3.f, 6.f, -5.f);
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transform->Sticky = true;
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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@@ -154,6 +155,7 @@ public:
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(3.f, -5.f, -5.f);
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transform->Sticky = true;
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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@@ -171,19 +173,19 @@ public:
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transform->Sticky = false;
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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/*{
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 6.f, -15.f);
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transform->Position = glm::vec3(0.f, 34.6f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}*/
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}
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//Background
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{
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@@ -240,6 +242,7 @@ public:
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -5.5f, -10.f);
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transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
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transform->Sticky = true;
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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@@ -9,14 +9,18 @@
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namespace dd
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{
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namespace Events
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{
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struct StageCleared : Event
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{
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int StageCleared = 0;
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int ClearedStage = 0;
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int StageCluster = 0;
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};
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}
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}
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#endif //DAYDREAM_ESTAGECLEARED_H
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@@ -66,8 +66,8 @@ public:
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void Initialize() override;
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void CreateBasicLevel(int, int, glm::vec2, float);
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void CreateLevel();
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void CreateBrick(int, int, glm::vec2, float, int, int);
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void CreateLevel(int);
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void CreateBrick(int, int, glm::vec2, float, int, int, int);
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void OnEntityRemoved(EntityID entity);
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@@ -9,27 +9,33 @@
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/CTemplate.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Physics/EContact.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CWaterVolume.h"
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#include "Core/CTransform.h"
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#include "Transform/TransformSystem.h"
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#include "CRectangleShape.h"
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#include "Physics/CPhysics.h"
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#include "Physics/EContact.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CParticle.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CParticleEmitter.h"
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#include "Game/CPad.h"
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#include "Game/CPad.h"
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#include "Game/CBall.h"
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#include "Transform/TransformSystem.h"
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#include "Rendering/CSprite.h"
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#include "Core/CTemplate.h"
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#include "Transform/TransformSystem.h"
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#include "CRectangleShape.h"
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#include "Game/EStageCleared.h"
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#include "Game/EPause.h"
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#include "Game/CPad.h"
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#include "Game/CBrick.h"
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#include "Game/CBall.h"
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#include "Rendering/CSprite.h"
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namespace dd
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{
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@@ -95,6 +101,10 @@ namespace dd
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bool SetImpulse(const Events::SetImpulse &event);
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dd::EventRelay<PhysicsSystem, dd::Events::Pause> m_EPause;
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bool OnPause(const dd::Events::Pause &event);
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dd::EventRelay<PhysicsSystem, dd::Events::StageCleared> m_EStageCleared;
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bool OnStageCleared(const dd::Events::StageCleared &event);
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bool m_Travelling = false;
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float m_Timer = 0;
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//TODO: Fill struct with info needed.
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struct ParticleEmitter
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