Scroll to next stage works!
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@@ -49,7 +49,7 @@ void dd::Systems::LevelSystem::Update(double dt)
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{
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if (!m_Initialized) {
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GetNextLevel();
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CreateLevel();
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CreateLevel(0);
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m_Initialized = true;
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}
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}
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@@ -67,8 +67,8 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if (model != nullptr) {
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if (model->ModelFile == "Models/Test/halfpipe/Halfpipe.obj") {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (transform->Position.y <= -12) {
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transform->Position.y = 12;
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if (transform->Position.y <= -34.6) {
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transform->Position.y = 34.6;
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}
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}
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}
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@@ -93,7 +93,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if (NumberOfBricks() <= 0 && m_LooseBricks <= 0 && !Restarting()) {
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if (MultiBalls() <= 0 && PowerUps() <= 0) {
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Events::StageCleared ec;
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ec.StageCleared = m_CurrentLevel;
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ec.ClearedStage = m_CurrentLevel;
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ec.StageCluster = m_CurrentCluster;
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EventBroker->Publish(ec);
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} else {
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@@ -139,7 +139,7 @@ void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 s
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for (int i = 0; i < rows; i++) {
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num--;
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for (int j = 0; j < Lines(); j++) {
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CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num, 1);
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CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, 0, num, 1);
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}
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if (num == 1)
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num = Lines();
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@@ -150,7 +150,7 @@ void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 s
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return;
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}
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void dd::Systems::LevelSystem::CreateLevel()
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void dd::Systems::LevelSystem::CreateLevel(int aboveBasicLevel)
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{
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std::cout << "Loading level: " << m_CurrentLevel << std::endl;
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SetNumberOfBricks(Rows() * Lines());
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@@ -160,7 +160,7 @@ void dd::Systems::LevelSystem::CreateLevel()
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for (int i = 0; i < Rows(); i++) {
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num--;
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for (int j = 0; j < Lines(); j++) {
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CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), num, m_Bricks[getter]);
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CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), aboveBasicLevel, num, m_Bricks[getter]);
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getter++;
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}
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if (num == 1) {
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@@ -171,7 +171,7 @@ void dd::Systems::LevelSystem::CreateLevel()
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SetRestarting(false);
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}
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void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num, int typeInt)
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void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int aboveLevel, int num, int typeInt)
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{
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if (typeInt == EmptyBrickSpace) {
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SetNumberOfBricks(NumberOfBricks() - 1);
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@@ -191,7 +191,7 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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}
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float x = line * spacesBetweenBricks.x;
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float y = row * spacesBetweenBricks.y;
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transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
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transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y + aboveLevel, -10.f);
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cBrick->Score = 10 * num;
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return;
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}
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@@ -352,7 +352,7 @@ bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &ev
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m_CurrentLevel++;
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if (m_CurrentLevel < 6) {
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GetNextLevel();
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CreateLevel();
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CreateLevel(12);
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}
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}
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return true;
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