Power up sprites now show when you hit powerup bricks
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Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
@@ -16,6 +16,7 @@ namespace Components
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struct Brick : Component
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struct Brick : Component
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{
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{
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int Score = 50;
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int Score = 50;
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//0 = empty, 1 = normal, 2 = multi-brick, 3 = lifebuoy, 4 = sticky, 5 = blaster, 6 = kraken
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int Type = 0;
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int Type = 0;
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bool Removed = false;
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bool Removed = false;
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};
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};
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@@ -24,6 +24,7 @@
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#include "Physics/ECreateParticleSequence.h"
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#include "Physics/ECreateParticleSequence.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CParticleEmitter.h"
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#include "Physics/CParticleEmitter.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Transform/TransformSystem.h"
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#include "Transform/TransformSystem.h"
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#include "Transform/TransformSystem.h"
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#include "Transform/TransformSystem.h"
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@@ -598,7 +598,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
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1, 0, 1, 2, 1, 0, 1,
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1, 0, 1, 2, 1, 0, 1,
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0, 1, 0, 1, 0, 1, 0,
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0, 1, 0, 1, 0, 1, 0,
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1, 0, 1, 0, 1, 0, 1,
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1, 0, 1, 0, 1, 0, 1,
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0, 0, 0, 0, 0, 0, 0};
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2, 3, 4, 5, 6, 0, 0};
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color =
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color =
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{w, w, w, w, w, w, w,
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{w, w, w, w, w, w, w,
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lb4, lb4, lb4, lb4, lb4, lb4, lb4,
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lb4, lb4, lb4, lb4, lb4, lb4, lb4,
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@@ -702,21 +702,51 @@ bool dd::Systems::PhysicsSystem::OnContact(const dd::Events::Contact &event)
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else {
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else {
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model = m_World->GetComponent<Components::Model>(event.Entity1);
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model = m_World->GetComponent<Components::Model>(event.Entity1);
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}
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}
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//Spawn a particle when a brick collides with somthing
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Events::CreateParticleSequence e;
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Events::CreateParticleSequence e;
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e.EmitterLifeTime = 4;
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//- glm::atan(event.Normal.x, event.Normal.y
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e.EmitterLifeTime = 3;
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e.EmittingAngle = glm::half_pi<float>();
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e.EmittingAngle = glm::half_pi<float>();
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e.Spread = 0.5f;
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e.Spread = 0.f;
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e.NumberOfTicks = 1;
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e.NumberOfTicks = 1;
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e.ParticleLifeTime = 1.f;
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e.ParticleLifeTime = 1.f;
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e.ParticlesPerTick = 15;
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e.ParticlesPerTick = 1;
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e.Position = glm::vec3(event.IntersectionPoint.x, event.IntersectionPoint.y, -10);
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e.Position = glm::vec3(event.IntersectionPoint.x, event.IntersectionPoint.y, -7);
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e.Radius = 0.2f;
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e.Color = glm::vec4(1.f);
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e.SpriteFile = "Textures/Particles/Cloud_Particle.png";
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e.Radius = 1.f;
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e.Color = model->Color + glm::vec4(0.5f);
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e.Speed = 0;
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e.Speed = 100;
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if (brick->Type == 1 || brick->Type == 0)
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{
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e.EmitterLifeTime = 4;
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e.EmittingAngle = glm::half_pi<float>();
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e.Spread = 0.5f;
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e.NumberOfTicks = 1;
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e.ParticleLifeTime = 1.f;
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e.ParticlesPerTick = 15;
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e.Position = glm::vec3(event.IntersectionPoint.x, event.IntersectionPoint.y, -10);
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e.Radius = 0.2f;
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e.SpriteFile = "Textures/Particles/Cloud_Particle.png";
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e.Color = model->Color + glm::vec4(0.5f);
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e.Speed = 100;
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} else if (brick->Type == 2) {
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e.SpriteFile = "Textures/PowerUps/Friends.png";
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} else if (brick->Type == 3) {
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e.SpriteFile = "Textures/PowerUps/Saviour.png";
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} else if (brick->Type == 4) {
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e.SpriteFile = "Textures/PowerUps/Sticky.png";
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} else if (brick->Type == 5) {
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e.SpriteFile = "Textures/PowerUps/InkBlaster.png";
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} else if (brick->Type == 6) {
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e.SpriteFile = "Textures/PowerUps/RealeaseTheKraken.png";
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}
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EventBroker->Publish(e);
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EventBroker->Publish(e);
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return true;
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return true;
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}
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}
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