Random direction upon ResetBall, turn in direction.
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@@ -12,7 +12,8 @@ void dd::Systems::BallSystem::RegisterComponents(ComponentFactory *cf)
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void dd::Systems::BallSystem::Initialize()
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{
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std::random_device rd;
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m_RandomGenerator = std::mt19937(rd());
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EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
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EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &BallSystem::OnLifeLost);
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EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost);
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@@ -37,6 +38,7 @@ void dd::Systems::BallSystem::Initialize()
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transform->Position = glm::vec3(-20.f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.3f, 0.3f, 0.3f);
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transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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transform->Orientation = glm::quat();
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Sid/Sid.dae";
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auto animation = m_World->AddComponent<Components::Animation>(ent);
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@@ -69,13 +71,14 @@ void dd::Systems::BallSystem::Initialize()
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CreateLife(i);
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}
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SetReplaceBall(true);
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m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false);
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}
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void dd::Systems::BallSystem::Update(double dt)
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{
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if (Lives() == 0)
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{
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if (Lives() == 0) {
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if (m_KrakenAttack) {
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Events::KrakenAttackEnd e;
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EventBroker->Publish(e);
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@@ -133,7 +136,11 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if (ReplaceBall()) {
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SetReplaceBall(false);
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m_Waiting = true;
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std::uniform_real_distribution<float> dist(-0.5f, 0.5f);
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float random = dist(m_RandomGenerator);
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ballComponent->SavedSpeed = glm::vec3(random, 1, 0.f);
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ballComponent->Waiting = true;
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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}
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if (ballComponent->Waiting) {
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@@ -141,12 +148,17 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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m_Restarting = false;
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ballComponent->Waiting = false;
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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transform->Velocity = glm::normalize(glm::vec3(0.5f, 1, 0.f)) * ballComponent->Speed;
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/*std::uniform_real_distribution<float> dist(-0.5f, 0.5f);
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float random = dist(m_RandomGenerator);*/
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transform->Velocity = glm::normalize(ballComponent->SavedSpeed) * ballComponent->Speed;
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} else if (!ballComponent->Sticky) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
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//transform->Position = glm::vec3(0.0f, -3.f, -10.f);
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transform->Orientation = glm::quat();
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if (m_First) {
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transform->Orientation = glm::quat();
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m_First = false;
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}
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return;
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}
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}
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