Merge branch 'master' of github.com:teamfisk/AgileBreakOut into Tobias
# Conflicts: # src/game/Game/LevelSystem.cpp
This commit is contained in:
+123
-15
@@ -150,7 +150,7 @@ 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, 0, num, 1);
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CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, 0, num, 1, glm::vec4(0, 0, 0, 0));
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}
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if (num == 1)
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num = Lines();
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@@ -171,7 +171,7 @@ void dd::Systems::LevelSystem::CreateLevel(int aboveBasicLevel)
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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(), aboveBasicLevel, num, m_Bricks[getter]);
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CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), aboveBasicLevel, num, m_Bricks[getter], m_Colors[getter]);
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getter++;
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}
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if (num == 1) {
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@@ -182,7 +182,7 @@ void dd::Systems::LevelSystem::CreateLevel(int aboveBasicLevel)
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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 aboveLevel, 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, glm::vec4 colorVec)
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{
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if (typeInt == EmptyBrickSpace) {
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SetNumberOfBricks(NumberOfBricks() - 1);
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@@ -192,25 +192,24 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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m_World->RemoveComponent<Components::Template>(brick);
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auto transform = m_World->GetComponent<Components::Transform>(brick);
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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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model->Color = colorVec;
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} else if (typeInt == MultiBallBrick) {
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cBrick->Type = MultiBallBrick;
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auto model = m_World->GetComponent<Components::Model>(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 model = m_World->GetComponent<Components::Model>(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 model = m_World->GetComponent<Components::Model>(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 model = m_World->GetComponent<Components::Model>(brick);
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model->Color = glm::vec4(0.1f, 0.1f, 0.1f, 1.0f);
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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 + aboveLevel, -10.f);
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@@ -308,7 +307,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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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(1);
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ep.Color = brickModel->Color + glm::vec4(0.3f);
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ep.Speed = 50;
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EventBroker->Publish(ep);
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@@ -363,7 +362,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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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(1);
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ep.Color = brickModel->Color + glm::vec4(0.3f);
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ep.Speed = 50;
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EventBroker->Publish(ep);
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@@ -452,12 +451,50 @@ bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &ev
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void dd::Systems::LevelSystem::GetNextLevel()
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{
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std::array<int, 42> level;
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// 0 is empty space.
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std::array<glm::vec4, 42> color;
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// Level array indicates type of brick.
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// 0 is empty space.
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// 1 is standard brick.
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// 2 is multiball brick.
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// 3 is lifebuoy brick.
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// 4 is sticky brick.
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// 5 is ink blaster brick.
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// wolor array determines the color of standard bricks.
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// w is white.
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// r is red.
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// g is green.
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// b is blue.
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// y is yellow.
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// c is cyan.
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// m is magenta.
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// d is dark.
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// Feel free to make your own.
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glm::vec4 w = glm::vec4(1, 1, 1, 0);
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glm::vec4 r = glm::vec4(1, 0, 0, 0);
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glm::vec4 g = glm::vec4(0, 1, 0, 0);
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glm::vec4 b = glm::vec4(0, 0, 1, 0);
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glm::vec4 y = glm::vec4(1, 1, 0, 0);
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glm::vec4 c = glm::vec4(0, 1, 1, 0);
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glm::vec4 m = glm::vec4(1, 0, 1, 0);
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glm::vec4 d = glm::vec4(0, 0, 0, 0);
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//glm::vec4 p4 = glm::vec4(asd.f / 255.f, asd.f / 255.f, sad.f / 255.f, 1.f);
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glm::vec4 br = glm::vec4(143.f / 255.f, 98.f / 255.f, 0.f / 255.f, 1.f);
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glm::vec4 lb1 = glm::vec4(115.f / 255.f, 232.f / 255.f, 236.f / 255.f, 1.f);
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glm::vec4 lb2 = glm::vec4(107.f / 255.f, 214.f / 255.f, 218.f / 255.f, 1.f);
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glm::vec4 lb3 = glm::vec4(91.f / 255.f, 183.f / 255.f, 186.f / 255.f, 1.f);
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glm::vec4 lb4 = glm::vec4(70.f / 255.f, 153.f / 255.f, 156.f / 255.f, 1.f);
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glm::vec4 p1 = glm::vec4(255.f / 255.f, 184.f / 255.f, 254.f / 255.f, 1.f);
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glm::vec4 p2 = glm::vec4(255.f / 255.f, 81.f / 255.f, 253.f / 255.f, 1.f);
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glm::vec4 p3 = glm::vec4(189.f / 255.f, 0.f / 255.f, 187.f / 255.f, 1.f);
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glm::vec4 p4 = glm::vec4(125.f / 255.f, 0.f / 255.f, 147.f / 255.f, 1.f);
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if (m_CurrentCluster == 0) {
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if (m_CurrentLevel == 1) {
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level =
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@@ -467,6 +504,13 @@ void dd::Systems::LevelSystem::GetNextLevel()
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0};
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color =
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{w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w};
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} else if (m_CurrentLevel == 2) {
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level =
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{1, 0, 0, 0, 0, 0, 0,
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@@ -475,6 +519,13 @@ void dd::Systems::LevelSystem::GetNextLevel()
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0};
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color =
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{w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w};
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} else if (m_CurrentLevel == 3) {
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level =
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{0, 0, 0, 0, 0, 0, 1,
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@@ -483,6 +534,13 @@ void dd::Systems::LevelSystem::GetNextLevel()
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0};
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color =
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{w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w};
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} else if (m_CurrentLevel == 4) {
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level =
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{0, 0, 0, 0, 0, 0, 0,
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@@ -491,6 +549,13 @@ void dd::Systems::LevelSystem::GetNextLevel()
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 0, 0, 0};
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color =
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{w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w};
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} else if (m_CurrentLevel == 5) {
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level =
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{0, 0, 0, 0, 0, 0, 0,
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@@ -499,6 +564,13 @@ void dd::Systems::LevelSystem::GetNextLevel()
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 1};
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color =
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{w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w,
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w, w, w, w, w, w, w};
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}
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} else if (m_CurrentCluster == 1) {
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if (m_CurrentLevel == 1) {
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@@ -509,14 +581,28 @@ void dd::Systems::LevelSystem::GetNextLevel()
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0, 1, 0, 1, 0, 1, 0,
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1, 0, 1, 0, 1, 0, 1,
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0, 0, 0, 0, 0, 0, 0};
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color =
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{w, w, w, w, w, w, w,
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lb4, lb4, lb4, lb4, lb4, lb4, lb4,
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lb3, lb3, lb3, lb3, lb3, lb3, lb3,
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lb2, lb2, lb2, lb2, lb2, lb2, lb2,
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lb1, lb1, lb1, lb1, lb1, lb1, lb1,
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w, w, w, w, w, w, w};
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} else if (m_CurrentLevel == 2) {
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level =
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{0, 0, 0, 0, 0, 0, 0,
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{0, 0, 1, 0, 1, 0, 0,
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0, 1, 0, 1, 0, 1, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 0, 0, 3, 0, 0, 0,
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1, 1, 1, 0, 1, 1, 1,
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1, 0, 0, 0, 0, 0, 1};
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color =
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{w, w, r, w, r, w, w,
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w, w, w, r, w, w, w,
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w, w, r, w, r, w, w,
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w, w, w, w, w, w, w,
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w, r, w, w, w, r, w,
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r, w, w, w, w, w, r};
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} else if (m_CurrentLevel == 3) {
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level =
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{0, 0, 0, 1, 0, 0, 0,
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@@ -525,7 +611,14 @@ void dd::Systems::LevelSystem::GetNextLevel()
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1, 1, 1, 4, 1, 1, 1,
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0};
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} else if (m_CurrentLevel == 4) {
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color =
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{g, g, g, g, g, g, g,
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g, g, g, g, g, g, g,
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g, g, g, g, g, g, g,
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g, g, g, w, g, g, g,
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w, w, w, br, w, w, w,
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w, w, br, br, br, w, w};
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} else if (m_CurrentLevel == 4) {
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level =
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{0, 0, 1, 0, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 0,
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@@ -533,20 +626,35 @@ void dd::Systems::LevelSystem::GetNextLevel()
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0, 1, 1, 1, 1, 1, 0,
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0, 0, 1, 5, 1, 0, 0,
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0, 0, 0, 1, 0, 0, 0};
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color =
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{w, w, p1, w, p1, w, w,
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w, p2, p3, p2, p3, p2, w,
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p1, p2, p3, p4, p3, p2, p1,
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w, p1, p2, p3, p2, p1, w,
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w, w, p1, w, p1, w, w,
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w, w, w, p1, w, w, w};
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} else if (m_CurrentLevel == 5) {
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level =
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{0, 1, 0, 0, 0, 1, 0,
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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, 1, 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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w, br, w, w, w, lb1, w};
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}
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} else if (m_CurrentCluster == 3) {
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}
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std::copy(std::begin(level), std::end(level), std::begin(m_Bricks));
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std::copy(std::begin(level), std::end(level), std::begin(m_Bricks));
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std::copy(std::begin(color), std::end(color), std::begin(m_Colors));
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}
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bool dd::Systems::LevelSystem::OnHitPad(const dd::Events::HitPad &event)
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