Aimer for Sticky Works, though stuff.

This commit is contained in:
PlatinumSkink
2015-10-12 18:18:37 +02:00
parent 02d724fedd
commit 32bbf282c9
10 changed files with 195 additions and 111 deletions
+9 -3
View File
@@ -17,21 +17,23 @@
#include "Game/CPowerUp.h"
#include "Game/CLife.h"
#include "Game/CBrick.h"
#include "Game/CLifebuoy.h"
#include "Game/ELifeLost.h"
#include "Game/EComboEvent.h"
#include "Game/EResetBall.h"
#include "Game/EMultiBall.h"
#include "Game/EMultiBallLost.h"
#include "Game/EStickyPad.h"
#include "Game/EStickyAttachedToPad.h"
#include "Game/EInkBlaster.h"
#include "Game/EInkBlasterOver.h"
#include "Game/EStageCleared.h"
#include "Game/EArrivedAtNewStage.h"
#include "Game/EGameOver.h"
#include "Game/EPause.h"
#include "Game/EHitPad.h"
#include "Game/EHitLag.h"
#include "Game/EActionButton.h"
#include "Game/CLifebuoy.h"
#include "Game/EActionButton.h"
#include "Game/ELifebuoyHit.h"
namespace dd
@@ -101,10 +103,12 @@ private:
bool m_Sticky = false;
bool m_InkBlaster = false;
bool m_InkAttached = false;
bool m_BlockedWaiting = false;
bool m_InkBlockedWaiting = false;
bool m_Restarting = false;
int m_StickyCounter = 5;
bool m_StageBlockedWaiting = false;
glm::vec3 m_SavedSpeed;
bool m_InitializePause = false;
@@ -124,6 +128,7 @@ private:
dd::EventRelay<BallSystem, dd::Events::Contact> m_Contact;
dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
dd::EventRelay<BallSystem, dd::Events::StageCleared> m_EStageCleared;
dd::EventRelay<BallSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage;
bool Contact(const Events::Contact &event);
bool OnLifeLost(const dd::Events::LifeLost &event);
@@ -136,6 +141,7 @@ private:
bool OnPause(const dd::Events::Pause &event);
bool OnActionButton(const dd::Events::ActionButton &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event);
};
}