Fixed Sticky after Ink bug, fixed directions on Squid after sticky, laser direction is in background. Brick Components implemented, though they do nothing.

This commit is contained in:
PlatinumSkink
2015-10-12 16:45:59 +02:00
parent 8f2af7ca8f
commit 5630771272
16 changed files with 286 additions and 12 deletions
+13 -1
View File
@@ -31,14 +31,15 @@
//TODO: Remove includes that are only here for the temporary draw solution.
#include "World.h"
#include "CTransform.h"
#include "CTemplate.h"
#include "Core/EventBroker.h"
#include "Rendering/CModel.h"
#include "Rendering/CSprite.h"
#include "CTemplate.h"
#include "Rendering/CPointLight.h"
#include "Transform/TransformSystem.h"
#include "Sound/SoundSystem.h"
#include "Sound/CCollisionSound.h"
#include "Game/LevelSystem.h"
#include "Game/PadSystem.h"
#include "Game/CBall.h"
@@ -46,12 +47,15 @@
#include "Game/CLifebuoy.h"
#include "Game/CProjectile.h"
#include "Game/CBrick.h"
#include "Game/CStickyAim.h"
#include "Game/BallSystem.h"
#include "Game/HitLagSystem.h"
#include "Game/LifebuoySystem.h"
#include "Game/ProjectileSystem.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Game/BrickComponents.h"
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "Physics/CRectangleShape.h"
@@ -116,10 +120,18 @@ public:
m_World->ComponentFactory.Register<Components::Life>();
m_World->ComponentFactory.Register<Components::Lifebuoy>();
m_World->ComponentFactory.Register<Components::Projectile>();
m_World->ComponentFactory.Register<Components::StickyAim>();
m_World->ComponentFactory.Register<Components::PowerUp>();
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
m_World->ComponentFactory.Register<Components::StandardBrick>();
m_World->ComponentFactory.Register<Components::MultiBallBrick>();
m_World->ComponentFactory.Register<Components::LifebuoyBrick>();
m_World->ComponentFactory.Register<Components::StickyBrick>();
m_World->ComponentFactory.Register<Components::InkBlasterBrick>();
m_World->ComponentFactory.Register<Components::KrakenAttackBrick>();
m_World->SystemFactory.Register<Systems::LevelSystem>(
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LevelSystem>();