Removed some couts.
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@@ -59,7 +59,7 @@ void dd::Renderer::Initialize()
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}
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// Create default camera
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m_DefaultCamera = std::unique_ptr<dd::Camera>(new dd::Camera((float)m_Resolution.Width / m_Resolution.Height, -10.f, 0.01f, 5000.f));
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m_DefaultCamera = std::unique_ptr<dd::Camera>(new dd::Camera((float)m_Resolution.Width / m_Resolution.Height, 45.f, 0.01f, 5000.f));
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera.get();
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@@ -344,6 +344,8 @@ bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
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transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
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transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
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//std::cout << "1: " <<transform1->Velocity.x << " " << transform1->Velocity.y << std::endl;
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//std::cout << "2: " <<transform2->Velocity.x << " " << transform2->Velocity.y << std::endl;
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SetMultiBalls(MultiBalls() + 2);
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@@ -16,7 +16,6 @@ void dd::Systems::HitLagSystem::Update(double dt)
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if (IsPaused()) {
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if (HitLag()) {
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SetHitLagTimer(HitLagTimer() += dt);
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std::cout << HitLagTimer() << std::endl;
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if (HitLagDuration() < HitLagTimer()) {
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SetHitLagTimer(0);
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SetHitLag(false);
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@@ -265,14 +265,14 @@ bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
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bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
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{
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SetMultiBalls(MultiBalls()+2);
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std::cout << MultiBalls() << std::endl;
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//std::cout << MultiBalls() << std::endl;
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return true;
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}
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bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
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{
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SetMultiBalls(MultiBalls()-1);
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std::cout << MultiBalls() << std::endl;
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//std::cout << MultiBalls() << std::endl;
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return true;
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}
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@@ -121,7 +121,7 @@ void dd::Systems::PhysicsSystem::SyncBodiesWithEntities()
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
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transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
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//transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
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transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
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} else {
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b2Vec2 position = body->GetPosition();
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@@ -149,6 +149,7 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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while(m_Accumulator >= m_TimeStep)
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{
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UpdateParticleEmitters(dt);
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SyncEntitiesWithBodies();
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