Fixed remove ball bug
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@@ -117,7 +117,7 @@ public:
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.5f, 0.f, -10.f);
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transform->Position = glm::vec3(-0.f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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@@ -37,42 +37,9 @@ void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID p
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if (ReplaceBall() == true) {
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SetReplaceBall(false);
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auto transformEntity = m_World->GetComponent<Components::Transform>(entity);
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transformEntity->Position = glm::vec3(20, 20, -10);
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//Temporary. Create new ball.
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/*auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Ball.png";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;*/
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
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cball->Speed = 10.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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m_World->RemoveEntity(entity);
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m_World->CommitEntity(ent);
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(0.f, -7.f);
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e.Point = glm::vec2(transform->Position.x, transform->Position.y);
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EventBroker->Publish(e);
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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transform->Position = glm::vec3(0.0f, 0.f, -10.f);
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transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
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}
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}
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}
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