Added TravellingSystem for travelling to the next stage. Added incomplete ScreenShake. Ball now starts on pad.
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//
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// Created by Adniklastrator on 2015-10-13.
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//
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#ifndef DAYDREAM_TRAVELLINGSYSTEM_H
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#define DAYDREAM_TRAVELLINGSYSTEM_H
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Game/EPause.h"
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#include "Game/EArrivedAtNewStage.h"
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#include "Game/EStageCleared.h"
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namespace dd
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{
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namespace Systems
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{
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class TravellingSystem : public System
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{
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public:
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TravellingSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker)
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{ }
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void Initialize() override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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private:
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bool m_Pause = false;
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bool m_Travelling = false;
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float m_DistanceTravelled = 0;
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dd::EventRelay<TravellingSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<TravellingSystem, dd::Events::StageCleared> m_EStageCleared;
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bool OnPause(const dd::Events::Pause &event);
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bool OnStageCleared(const dd::Events::StageCleared &event);
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};
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}
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}
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#endif //DAYDREAM_TRAVELLINGSYSTEM_H
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