Kraken grows redder with more hits, and uses more dangerous brick-sets. Kraken can change reaction time depending on damage by changing Max/MinSeconds to action in KrakenSystem.
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@@ -28,6 +28,7 @@
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#include "Game/EKrakenHit.h"
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#include "Game/EKrakenDefeated.h"
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#include "Game/EBrickGenerating.h"
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#include "Game/EArrivedAtNewStage.h"
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#include "Game/CTravels.h"
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#include "Game/CKraken.h"
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#include "Game/CBall.h"
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@@ -64,12 +65,15 @@ private:
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bool m_Pause = false;
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bool m_KrakenBattle = false;
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bool m_KrakenHasArrived = false;
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bool m_ReturnToIdle = false;
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EntityID m_KrakenTemplate;
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std::string m_Action = "Idle";
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int m_NumberOfActions;
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float m_KrakenTimer = 0;
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float m_KrakenSecondsToAction = 10;
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float m_KrakenMaxSecondsToAction = 10;
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float m_KrakenMinSecondsToAction = 10;
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float m_KrakenCurrentSecondsToAction = 15;
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const int Idle = 1;
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std::array<int, 42> m_Bricks;
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@@ -83,6 +87,7 @@ private:
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dd::EventRelay<KrakenSystem, dd::Events::KrakenHit> m_EKrakenHit;
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dd::EventRelay<KrakenSystem, dd::Events::KrakenDefeated> m_EKrakenDefeated;
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dd::EventRelay<KrakenSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
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dd::EventRelay<KrakenSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage;
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bool OnPause(const dd::Events::Pause &event);
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bool OnResume(const dd::Events::Resume &event);
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bool OnContact(const dd::Events::Contact &event);
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@@ -91,6 +96,7 @@ private:
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bool OnKrakenHit(const dd::Events::KrakenHit &event);
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bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event);
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bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
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bool OnArrivedAtNewStage(const dd::Events::ArrivedAtNewStage &event);
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void GetBrickSet();
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};
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