Merge remote-tracking branch 'origin/master' into water
Conflicts: src/game/Game/LevelSystem.cpp src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
+114
-103
@@ -78,7 +78,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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//Removes bricks that falls out of the stage.
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if (transform->Position.y < -10) {
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if (brick->Type == StandardBrick) {
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/*if (brick->Type == StandardBrick) {
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} else if (brick->Type == MultiBallBrick) {
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Events::MultiBall e;
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e.padTransform = transform;
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@@ -99,7 +99,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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e.KrakenStrength = 0.1;
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e.PlayerStrength = 0.05;
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EventBroker->Publish(e);
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}
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}*/
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m_LooseBricks--;
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m_World->RemoveEntity(entity);
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}
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@@ -200,21 +200,28 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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auto cBrick = m_World->GetComponent<Components::Brick>(brick);
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auto model = m_World->GetComponent<Components::Model>(brick);
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if (typeInt == StandardBrick) {
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cBrick->Type = StandardBrick;
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auto type = m_World->AddComponent<Components::StandardBrick>(brick);
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model->Color = colorVec;
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} else if (typeInt == MultiBallBrick) {
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cBrick->Type = MultiBallBrick;
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auto type = m_World->AddComponent<Components::MultiBallBrick>(brick);
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model->ModelFile = "Models/Brick/IceBrick.obj";
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} else if (typeInt == LifebuoyBrick) {
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cBrick->Type = LifebuoyBrick;
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auto type = m_World->AddComponent<Components::LifebuoyBrick>(brick);
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model->ModelFile = "Models/Brick/LifeBuoyBrick.obj";
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} else if (typeInt == StickyBrick) {
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cBrick->Type = StickyBrick;
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auto type = m_World->AddComponent<Components::StickyBrick>(brick);
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model->ModelFile = "Models/Brick/StickyBrick.obj";
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} else if (typeInt == InkBlasterBrick) {
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cBrick->Type = InkBlasterBrick;
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auto type = m_World->AddComponent<Components::InkBlasterBrick>(brick);
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model->Color = glm::vec4(0.1f, 0.1f, 0.1f, 1.0f);
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} else if (typeInt == KrakenAttackBrick) {
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cBrick->Type = KrakenAttackBrick;
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auto type = m_World->AddComponent<Components::KrakenAttackBrick>(brick);
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model->Color = glm::vec4(0.f, 0.5f, 1.0f, .0f);
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}
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@@ -277,119 +284,123 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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if (entityShot != 0) {
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// For when a brick gets shot.
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brick->Removed = true;
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->CollisionType = CollisionType::Type::Dynamic;
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
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auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
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auto transformComponentShot = m_World->GetComponent<Components::Transform>(entityShot);
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auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
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Events::SetImpulse e;
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e.Entity = entityBrick;
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glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentShot->Position.x - transformComponentBrick->Position.x) / 4),
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transformComponentBrick->Position.y + ((transformComponentShot->Position.y - transformComponentBrick->Position.y) / 4));
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e.Impulse = glm::normalize(point)*5.f;
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e.Point = point;
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EventBroker->Publish(e);
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SetNumberOfBricks(NumberOfBricks() - 1);
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Events::ScoreEvent es;
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es.Score = brick->Score;
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EventBroker->Publish(es);
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m_World->RemoveEntity(entityShot);
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Events::CreateParticleSequence ep;
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ep.parent = entityBrick;
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ep.EmitterLifeTime = 1.f;
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ep.ParticleLifeTime = 1.5f;
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ep.ParticlesPerTick = 1;
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ep.SpawnRate = 0.2;
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ep.EmittingAngle = glm::half_pi<float>();
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ep.Spread = 1.5f;
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ep.Position = transformComponentBrick->Position;
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BrickHit(entityShot, entityBrick, 1);
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//ep.Radius = 0.05;
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ep.SpriteFile = "Textures/Particles/FadeBall.png";
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ep.Color = brickModel->Color + glm::vec4(0.3f);
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ep.AlphaValues.push_back(1.f);
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ep.AlphaValues.push_back(0.f);
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ep.RadiusValues.push_back(0.05);
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ep.Speed = 50;
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EventBroker->Publish(ep);
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return true;
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}
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if (!Restarting() && !brick->Removed) {
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brick->Removed = true;
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// Hit brick with ball code.
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ball->Combo += 1;
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Events::ComboEvent ec;
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ec.Combo = ball->Combo;
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ec.Ball = entityBall;
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EventBroker->Publish(ec);
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// Hit brick with ball code.
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ball->Combo += 1;
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Events::ComboEvent ec;
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ec.Combo = ball->Combo;
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ec.Ball = entityBall;
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EventBroker->Publish(ec);
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auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->CollisionType = CollisionType::Type::Dynamic;
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
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auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
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auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
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auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
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Events::SetImpulse e;
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e.Entity = entityBrick;
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glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBall->Position.x - transformComponentBrick->Position.x )/4),
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transformComponentBrick->Position.y + ((transformComponentBall->Position.y - transformComponentBrick->Position.y)/4));
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e.Impulse = glm::normalize(point)*5.f;///2.f;
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e.Point = point;
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EventBroker->Publish(e);
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//TODO: Bricks dont collide with walls D=
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SetNumberOfBricks(NumberOfBricks() - 1);
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Events::ScoreEvent es;
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es.Score = brick->Score * ball->Combo;
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EventBroker->Publish(es);
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Events::CreateParticleSequence ep;
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ep.parent = entityBrick;
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ep.EmitterLifeTime = 1.f;
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ep.ParticleLifeTime = 1.5f;
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ep.ParticlesPerTick = 1;
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ep.SpawnRate = 0.2;
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ep.EmittingAngle = glm::half_pi<float>();
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ep.Spread = 1.5f;
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ep.Position = transformComponentBrick->Position;
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//ep.Radius = 0.05;
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ep.SpriteFile = "Textures/Particles/FadeBall.png";
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ep.Color = brickModel->Color + glm::vec4(0.3f);
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ep.AlphaValues.push_back(1.f);
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ep.AlphaValues.push_back(0.f);
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ep.RadiusValues.push_back(0.05f);
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ep.Speed = 50;
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EventBroker->Publish(ep);
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//std::cout << "Combo: " << ball->Combo << std::endl;
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//std::cout << NumberOfBricks() << std::endl;
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//std::cout << "Brick Score: " << brick->Score << std::endl;
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//std::cout << "Score: " << Score() << std::endl;
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BrickHit(entityBall, entityBrick, ball->Combo);
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}
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return true;
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}
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void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo)
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{
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auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->CollisionType = CollisionType::Type::Dynamic;
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
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auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
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auto transformComponentHitter = m_World->GetComponent<Components::Transform>(entityHitter);
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auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
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// Check if the brick is any kind of special.
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auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
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if (multi != nullptr) {
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Events::MultiBall e;
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e.padTransform = transformComponentBrick;
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EventBroker->Publish(e);
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}
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else {
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auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
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if (buoy != nullptr) {
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Events::Lifebuoy e;
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e.Transform = transformComponentBrick;
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EventBroker->Publish(e);
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}
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else {
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auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
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if (sticky != nullptr) {
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Events::StickyPad e;
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e.Transform = transformComponentBrick;
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e.Times = 3;
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EventBroker->Publish(e);
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}
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else {
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auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
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if (ink != nullptr) {
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Events::InkBlaster e;
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e.Transform = transformComponentBrick;
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e.Shots = 5;
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EventBroker->Publish(e);
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}
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else {
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auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick);
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if (kraken != nullptr) {
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Events::KrakenAttack e;
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e.ChargeUpdate = 0;
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e.KrakenStrength = 0.1;
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e.PlayerStrength = 0.05;
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EventBroker->Publish(e);
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}
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else {
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}
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}
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}
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}
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}
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Events::SetImpulse e;
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e.Entity = entityBrick;
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glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentHitter->Position.x - transformComponentBrick->Position.x) / 4),
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transformComponentBrick->Position.y + ((transformComponentHitter->Position.y - transformComponentBrick->Position.y) / 4));
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e.Impulse = glm::normalize(point)*5.f;
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e.Point = point;
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EventBroker->Publish(e);
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SetNumberOfBricks(NumberOfBricks() - 1);
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Events::ScoreEvent es;
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es.Score = brick->Score * combo;
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EventBroker->Publish(es);
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Events::CreateParticleSequence ep;
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ep.parent = entityBrick;
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ep.EmitterLifeTime = 1.f;
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ep.ParticleLifeTime = 1.5f;
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ep.ParticlesPerTick = 1;
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ep.SpawnRate = 0.2;
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ep.EmittingAngle = glm::half_pi<float>();
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ep.Spread = 1.5f;
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ep.Position = transformComponentBrick->Position;
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//ep.Radius = 0.05;
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ep.SpriteFile = "Textures/Particles/FadeBall.png";
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ep.Color = brickModel->Color + glm::vec4(0.3f);
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ep.AlphaValues.push_back(1.f);
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ep.AlphaValues.push_back(0.f);
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ep.RadiusValues.push_back(0.05f);
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ep.RadiusDistribution = 0.05;
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ep.Speed = 50;
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EventBroker->Publish(ep);
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}
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bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
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{
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SetScore(Score() += event.Score);
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@@ -663,14 +674,14 @@ void dd::Systems::LevelSystem::GetNextLevel()
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1, 4, 1, 1, 1, 3, 1,
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0, 1, 0, 1, 0, 1, 0,
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0, 1, 0, 1, 0, 1, 0,
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1, 5, 1, 1, 1, 2, 1,
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1, 5, 1, 6, 1, 2, 1,
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0, 1, 0, 0, 0, 1, 0};
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color =
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{w, p3, w, w, w, r, w,
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p2, w, p1, g, w, w, w,
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w, p4, w, g, w, r, w,
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w, br, w, g, w, lb1, w,
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y, w, y, g, b, w, b,
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y, w, y, d, b, w, b,
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w, br, w, w, w, lb1, w};
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}
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} else if (m_CurrentCluster == 3) {
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