Aimer for Sticky Works, though stuff.
This commit is contained in:
@@ -24,6 +24,7 @@ void dd::Systems::BallSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &BallSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton);
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EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &BallSystem::OnStageCleared);
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EVENT_SUBSCRIBE_MEMBER(m_EArrivedAtNewStage, &BallSystem::OnArrivedToNewStage);
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//OctoBall
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{
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@@ -292,7 +293,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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if (!m_InkAttached) {
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m_InkAttached = true;
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m_Waiting = true;
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m_BlockedWaiting = true;
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m_InkBlockedWaiting = true;
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ballComponent->Sticky = true;
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ballComponent->StickyPlacement = glm::vec3(0, 0.5f, 0);
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ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
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@@ -305,6 +306,8 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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ballComponent->StickyPlacement = ballTransform->Position - padTransform->Position;
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ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
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ballTransform->Velocity *= -1;
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Events::StickyAttachedToPad e;
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EventBroker->Publish(e);
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return true;
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}
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@@ -460,7 +463,7 @@ bool dd::Systems::BallSystem::OnInkBlasterOver(const dd::Events::InkBlasterOver
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m_InkBlaster = false;
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m_InkAttached = false;
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m_BlockedWaiting = false;
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m_InkBlockedWaiting = false;
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ballComponent->SavedSpeed = glm::normalize(glm::vec3(0.f, 1.f, 0.f)) * ballComponent->Speed;
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m_Waiting = false;
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transform->Velocity = glm::normalize(glm::vec3(0.f, 1, 0.f)) * ballComponent->Speed;
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@@ -469,8 +472,10 @@ bool dd::Systems::BallSystem::OnInkBlasterOver(const dd::Events::InkBlasterOver
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bool dd::Systems::BallSystem::OnActionButton(const dd::Events::ActionButton &event)
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{
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if (!m_BlockedWaiting) {
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m_Waiting = false;
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if (!m_StageBlockedWaiting) {
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if (!m_InkBlockedWaiting) {
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m_Waiting = false;
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}
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}
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return true;
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}
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@@ -478,6 +483,13 @@ bool dd::Systems::BallSystem::OnActionButton(const dd::Events::ActionButton &eve
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bool dd::Systems::BallSystem::OnStageCleared(const dd::Events::StageCleared &event)
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{
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m_Restarting = true;
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m_StageBlockedWaiting = true;
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return true;
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}
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bool dd::Systems::BallSystem::OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event)
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{
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m_StageBlockedWaiting = false;
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return true;
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}
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@@ -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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@@ -284,113 +284,116 @@ 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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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.Speed = 50;
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EventBroker->Publish(ep);
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BrickHit(entityShot, entityBrick, 1);
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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.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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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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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.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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@@ -30,6 +30,7 @@ void dd::Systems::PadSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &PadSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EKrakenAttack, &PadSystem::OnKrakenAttack);
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EVENT_SUBSCRIBE_MEMBER(m_EStickyPad, &PadSystem::OnStickyPad);
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EVENT_SUBSCRIBE_MEMBER(m_EStickyAttachedToPad, &PadSystem::OnStickyAttachedToPad);
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EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &PadSystem::OnActionButton);
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//EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &PadSystem::OnBindKey);
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@@ -68,6 +69,7 @@ void dd::Systems::PadSystem::Initialize()
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m_World->CommitEntity(ent);
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m_StickTransform = transform;
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m_StickyAim = sticky;
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}
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}
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@@ -86,14 +88,11 @@ void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID p
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glm::vec2 up = glm::vec2(0.f, 1.f);
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float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
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ballTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
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/*if (m_StickyAim->Aiming) {
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m_StickTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, 1.f));
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m_StickTransform->Position = ballTransform->Position;
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}*/
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} else {
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/*if (!m_StickyAim->Aiming) {
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m_StickTransform->Position = glm::vec3(30.f, 0.f, 0.f);
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}*/
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m_StickTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, 1.f));
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m_StickTransform->Position = ballTransform->Position;
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}
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if (!m_StickyAim->Aiming) {
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m_StickTransform->Position = glm::vec3(30.f, 0.f, 0.f);
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}
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}
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}
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@@ -374,6 +373,12 @@ bool dd::Systems::PadSystem::OnStickyPad(const dd::Events::StickyPad &event)
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return true;
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}
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bool dd::Systems::PadSystem::OnStickyAttachedToPad(const dd::Events::StickyAttachedToPad &event)
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{
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m_StickyAim->Aiming = true;
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return true;
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}
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bool dd::Systems::PadSystem::OnActionButton(const dd::Events::ActionButton &event)
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{
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if (m_KrakenAttack) {
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@@ -385,6 +390,7 @@ bool dd::Systems::PadSystem::OnActionButton(const dd::Events::ActionButton &even
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e.PlayerStrength = 0;
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EventBroker->Publish(e);
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}
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m_StickyAim->Aiming = false;
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return true;
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}
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@@ -175,6 +175,8 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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if (m_DistanceTravelled > 12.f) {
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m_DistanceTravelled = 0;
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m_Travelling = false;
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Events::ArrivedAtNewStage e;
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EventBroker->Publish(e);
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}
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m_DistanceTravelled += 6.0f * dt;
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