Added brick models and Lifebuoy balance changes
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# Blender MTL File: 'Bricks.blend'
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# Material Count: 1
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newmtl Material.004
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd LifebuoyTexture.png
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'Bricks.blend'
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# Material Count: 1
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newmtl Material.004
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd StickyTexture.png
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@@ -61,6 +61,7 @@ private:
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float m_LeftEdge = -3.8f;
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float m_RightEdge = 3.8f;
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float m_DownEdge = -9.2f;
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std::list<LifeBuoyInfo> m_LifeBuoys;
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};
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@@ -198,11 +198,11 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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} else if (typeInt == LifebuoyBrick) {
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cBrick->Type = LifebuoyBrick;
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auto model = m_World->GetComponent<Components::Model>(brick);
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model->Color = glm::vec4(1.f, 0.f, 0.f, .0f);
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model->ModelFile = "Models/Brick/LifeBuoyBrick.obj";
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} else if (typeInt == StickyBrick) {
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cBrick->Type = StickyBrick;
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auto model = m_World->GetComponent<Components::Model>(brick);
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model->Color = glm::vec4(0.f, 0.f, 1.f, .0f);
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model->ModelFile = "Models/Brick/StickyBrick.obj";
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}
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float x = line * spacesBetweenBricks.x;
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float y = row * spacesBetweenBricks.y;
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@@ -45,18 +45,27 @@ void dd::Systems::LifebuoySystem::Update(double dt)
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{
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for (auto it = m_LifeBuoys.begin(); it != m_LifeBuoys.end();) {
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it->TimeToLive -= dt;
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if (it->TimeToLive < 0.f) {
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auto transformComponent = m_World->GetComponent<Components::Transform>(it->Entity);
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if (transformComponent->Position.y < m_DownEdge) {
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m_World->RemoveEntity(it->Entity);
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m_LifeBuoys.erase(it++);
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LOG_INFO("Removed buoy");
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}
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else {
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auto transformComponent = m_World->GetComponent<Components::Transform>(it->Entity);
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if (transformComponent->Position.x > m_RightEdge) {
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transformComponent->Position = glm::vec3(m_LeftEdge + 0.1f, transformComponent->Position.y, transformComponent->Position.z);
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}
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else if (transformComponent->Position.x < m_LeftEdge) {
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} else if (transformComponent->Position.x < m_LeftEdge) {
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transformComponent->Position = glm::vec3(m_RightEdge - 0.1f, transformComponent->Position.y, transformComponent->Position.z);
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} else if (it->TimeToLive < 0.f) {
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auto physicsComponent = m_World->GetComponent<Components::Physics>(it->Entity);
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physicsComponent->Mask = CollisionLayer::Type::LifeBuoy;
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physicsComponent->GravityScale = 10.f;
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auto modelComponent = m_World->GetComponent<Components::Model>(it->Entity);
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modelComponent->Color = glm::vec4(0.5f, 0.5f, 0.5f, 0.f);
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LOG_INFO("Buoy is sinking");
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}
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++it;
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}
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@@ -101,7 +110,7 @@ bool dd::Systems::LifebuoySystem::OnLifebuoy(const dd::Events::Lifebuoy &event)
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auto transform = m_World->GetComponent<Components::Transform>(ent);
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auto physics = m_World->GetComponent<Components::Physics>(ent);
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physics->CollisionType = CollisionType::Type::Dynamic;
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transform->Position = glm::vec3(event.Transform->Position.x, transform->Position.y + 2.f, -10.f);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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transform->Velocity = glm::vec3(20.f, 3.f, 0.f);
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LifeBuoyInfo info;
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info.Entity = ent;
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