Squid does not move until space is pressed. Experimenting with scroll. This shouldn't really be committed, but Visual Studio.
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@@ -41,6 +41,9 @@ struct Transform : public Component
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glm::vec3 Velocity;
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/** Physical scale multiplier. */
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glm::vec3 Scale;
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// Sticky is if it sticks with the player or not. True means it will follow the camera.
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bool Sticky;
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};
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}
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@@ -168,11 +168,22 @@ public:
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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transform->Sticky = false;
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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/*{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 6.f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}*/
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//Background
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{
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@@ -247,6 +258,7 @@ public:
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rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
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physics->CollisionType = CollisionType::Type::Static;
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transform->Sticky = true;
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m_World->CommitEntity(BottomWall);
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}
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@@ -266,6 +278,7 @@ public:
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(topWall);
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}
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@@ -287,6 +300,7 @@ public:
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(leftWall);
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}
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@@ -308,6 +322,8 @@ public:
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(rightWall);
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}
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@@ -25,6 +25,7 @@
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#include "Game/EPause.h"
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#include "Game/EHitPad.h"
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#include "Game/EHitLag.h"
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#include "Game/EActionButton.h"
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namespace dd
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{
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@@ -89,6 +90,7 @@ private:
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int m_PastLives = 3;
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bool m_ReplaceBall = false;
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bool m_Pause = false;
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bool m_Waiting = true;
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EntityID m_LastCollision = 999999;
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glm::vec3 m_SavedSpeed;
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@@ -104,7 +106,8 @@ private:
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dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
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dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
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dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause;
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EventRelay<BallSystem, Events::Contact> m_Contact;
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dd::EventRelay<BallSystem, dd::Events::Contact> m_Contact;
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dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
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bool Contact(const Events::Contact &event);
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bool OnLifeLost(const dd::Events::LifeLost &event);
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@@ -112,6 +115,7 @@ private:
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bool OnResetBall(const dd::Events::ResetBall &event);
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bool OnMultiBall(const dd::Events::MultiBall &event);
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bool OnPause(const dd::Events::Pause &event);
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bool OnActionButton(const dd::Events::ActionButton &event);
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};
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}
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@@ -19,6 +19,7 @@ struct Ball : Component
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float Speed = 5.f;
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int Combo = 0;
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bool Paused = false;
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bool Waiting = true;
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glm::vec3 SavedSpeed = glm::vec3(0, 0, 0);
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};
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@@ -0,0 +1,25 @@
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//
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// Created by Administrator on 2015-10-07.
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//
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#ifndef DAYDREAM_EACTIONBUTTON_H
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#define DAYDREAM_EACTIONBUTTON_H
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct ActionButton : Event
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{
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};
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}
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}
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#endif //DAYDREAM_EACTIONBUTTON_H
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@@ -13,7 +13,8 @@ namespace Events
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{
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struct StageCleared : Event
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{
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int StageCleared = 0;
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int StageCluster = 0;
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};
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}
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}
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@@ -30,6 +30,7 @@
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#include "Game/EStageCleared.h"
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#include "Game/EPause.h"
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#include "Game/EHitLag.h"
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#include "Game/EActionButton.h"
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namespace dd
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