Squid does not move until space is pressed. Experimenting with scroll. This shouldn't really be committed, but Visual Studio.
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@@ -31,6 +31,7 @@ void dd::Systems::LevelSystem::Initialize()
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cPhys->GravityScale = 0.f;
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Mask = CollisionLayer::Type::Ball;
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transform->Sticky = false;
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model->ModelFile = "Models/Brick/TurquoiseBrick.obj";
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transform->Position = glm::vec3(50, 50, -10);
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@@ -61,6 +62,17 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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auto templateCheck = m_World->GetComponent<Components::Template>(entity);
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if (templateCheck != nullptr){ return; }
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// Check the background.
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auto model = m_World->GetComponent<Components::Model>(entity);
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if (model != nullptr) {
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if (model->ModelFile == "Models/Test/halfpipe/Halfpipe.obj") {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (transform->Position.y <= -12) {
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transform->Position.y = 12;
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}
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}
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}
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auto brick = m_World->GetComponent<Components::Brick>(entity);
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if (brick != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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@@ -81,6 +93,8 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if (NumberOfBricks() <= 0 && m_LooseBricks <= 0 && !Restarting()) {
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if (MultiBalls() <= 0 && PowerUps() <= 0) {
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Events::StageCleared ec;
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ec.StageCleared = m_CurrentLevel;
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ec.StageCluster = m_CurrentCluster;
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EventBroker->Publish(ec);
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} else {
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if (ball != nullptr && MultiBalls() > 0) {
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@@ -304,6 +318,7 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
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cPhys->CollisionType = CollisionType::Type::Dynamic;
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cPhys->Category = CollisionLayer::Type::PowerUp;
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cPhys->Mask = CollisionLayer::Type::Pad;
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transform->Sticky = false;
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std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
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