HitLag has types in strings to send along to affect what systems lag.
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@@ -183,10 +183,12 @@ public:
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//Water test
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{
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float amount = 1.5f;
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -5.5f, -10.f);
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transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
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transform->Position = glm::vec3(0.f, -6.25f + (amount / 2), -10.f);
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transform->Scale = glm::vec3(7.f, amount, 1.f);
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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@@ -235,7 +237,7 @@ public:
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// m_World->CommitEntity(topWall);
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// }
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{
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/*{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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topWall);
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@@ -254,14 +256,14 @@ public:
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(topWall);
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}
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}*/
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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leftWall);
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transform->Position = glm::vec3(-4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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transform->Scale = glm::vec3(0.5f, 35.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -282,7 +284,7 @@ public:
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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rightWall);
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transform->Position = glm::vec3(4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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transform->Scale = glm::vec3(0.5f, 35.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -90,6 +90,9 @@ private:
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bool m_MultiBall = false;
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bool m_Pause = false;
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glm::vec3 m_SavedSpeed;
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bool m_InitializePause = false;
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EntityID m_Ball;
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dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost;
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@@ -18,6 +18,8 @@ struct Ball : Component
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int Number = 0;
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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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glm::vec3 SavedSpeed = glm::vec3(0, 0, 0);
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};
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}
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@@ -15,7 +15,7 @@ namespace Events
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struct Pause : Event
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{
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std::string Type;
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};
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}
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@@ -57,16 +57,24 @@ public:
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void Initialize() override;
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void Update(double dt) override;
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void FlipPause();
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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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bool HitLag() const { return m_HitLag; }
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void SetHitLag(const bool& hitLag) { m_HitLag = hitLag; }
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float& HitLagDuration() { return m_HitLagDuration; }
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void SetHitLagDuration(const float& hitLagDuration) { m_HitLagDuration = hitLagDuration; }
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float& HitLagTimer() { return m_HitLagTimer; }
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void SetHitLagTimer(const float& hitLagTimer) { m_HitLagTimer = hitLagTimer; }
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std::string& CurrentType() { return m_CurrentType; }
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void SetCurrentType(const std::string& currentType) { m_CurrentType = currentType; }
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private:
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bool m_Pause;
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bool m_HitLag;
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float m_HitLagDuration;
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float m_HitLagTimer;
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std::string m_CurrentType;
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dd::EventRelay<HitLagSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<HitLagSystem, dd::Events::HitLag> m_EHitLag;
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