Refinements in Niklas code
This commit is contained in:
@@ -15,10 +15,8 @@ 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 Points = 10;
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int Hits = 1;
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int Hits = 1;
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int Score = 50;
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int Score = 50;
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bool Removed = false;
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};
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};
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}
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}
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@@ -17,9 +17,6 @@ namespace Components
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struct Pad : Component
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struct Pad : Component
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{
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{
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int Lives;
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int Points;
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float SlowdownModifier = 5.f;
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float SlowdownModifier = 5.f;
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float AccelerationSpeed = 40.f;
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float AccelerationSpeed = 40.f;
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float MaxSpeed = 5.f;
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float MaxSpeed = 5.f;
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@@ -65,10 +65,7 @@ public:
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void Initialize() override;
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void Initialize() override;
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void CreateBasicLevel(int, int, glm::vec2, float);
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void CreateBasicLevel(int, int, glm::vec2, float);
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void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
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void LoadLevel(char[20]);
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void CreateBrick(int, int, glm::vec2, float, int);
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void CreateBrick(int, int, glm::vec2, float, int);
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void ProcessCollision();
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void OnEntityRemoved(EntityID entity);
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void OnEntityRemoved(EntityID entity);
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@@ -120,6 +120,8 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
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// m_World->RemoveComponent<Components::Transform>(entity);
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// m_World->RemoveComponent<Components::Transform>(entity);
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// m_World->RemoveComponent<Components::CircleShape>(entity);
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// m_World->RemoveComponent<Components::CircleShape>(entity);
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// m_World->RemoveComponent<Components::Physics>(entity);
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// m_World->RemoveComponent<Components::Physics>(entity);
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transformBall->Velocity = glm::vec3(0, 0, 0);
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ballComponent->SavedSpeed = glm::vec3(0, 0, 0);
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m_World->RemoveEntity(entity);
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m_World->RemoveEntity(entity);
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Events::MultiBallLost e;
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Events::MultiBallLost e;
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EventBroker->Publish(e);
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EventBroker->Publish(e);
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@@ -38,25 +38,17 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if (templateCheck != nullptr){ return; }
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if (templateCheck != nullptr){ return; }
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auto ball = m_World->GetComponent<Components::Ball>(entity);
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auto ball = m_World->GetComponent<Components::Ball>(entity);
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SetNotResettingTheStage(NotResettingTheStage() + 0.01 * dt);
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if (NumberOfBricks() <= 0 && Restarting() == false) {
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if (NumberOfBricks() <= 0 && Restarting() == false) {
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if (MultiBalls() <= 0 && PowerUps() <= 0) {
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/*if (MultiBalls() <= 0 && PowerUps() <= 0) {
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if (NotResettingTheStage() > 5) {
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//Events::StageCleared ec;
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SetRestarting(true);
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//EventBroker->Publish(ec);
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Events::ResetBall e;
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EventBroker->Publish(e);
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Events::ScoreEvent es;
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es.Score = 500;
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EventBroker->Publish(es);
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Events::StageCleared ec;
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EventBroker->Publish(ec);
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SetNotResettingTheStage(0);
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//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
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}
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} else {
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} else {
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if (ball != nullptr && MultiBalls() > 0) {
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if (ball != nullptr && MultiBalls() > 0) {
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auto transformBall = m_World->GetComponent<Components::Transform>(entity);
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SetMultiBalls(MultiBalls()-1);
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SetMultiBalls(MultiBalls()-1);
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transformBall->Velocity = glm::vec3(0, 0, 0);
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ball->SavedSpeed = glm::vec3(0, 0, 0);
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m_World->RemoveEntity(entity);
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m_World->RemoveEntity(entity);
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} else {
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} else {
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auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
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auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
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@@ -65,7 +57,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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m_World->RemoveEntity(entity);
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m_World->RemoveEntity(entity);
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}
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}
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}
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}
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}
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}*/
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}
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}
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}
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}
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@@ -86,7 +78,6 @@ bool dd::Systems::LevelSystem::OnPause(const dd::Events::Pause &event)
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void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
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void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
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{
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{
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SetNumberOfBricks(rows * lines);
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SetNumberOfBricks(rows * lines);
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//std::cout << "You're only doing this once, right?" << std::endl;
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int num = Lines();
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int num = Lines();
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for (int i = 0; i < rows; i++) {
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for (int i = 0; i < rows; i++) {
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num--;
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num--;
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@@ -115,10 +106,6 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Mask = CollisionLayer::Type::Ball;
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cPhys->Mask = CollisionLayer::Type::Ball;
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/*std::string fileName = "Textures/Bricks/";
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fileName.append(std::to_string(num));
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fileName.append(".png");*/
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//sprite->SpriteFile = fileName;
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model->ModelFile = "Models/Test/Brick/Brick.obj";
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model->ModelFile = "Models/Test/Brick/Brick.obj";
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if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
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if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
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std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
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std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
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@@ -137,25 +124,9 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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return;
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return;
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}
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}
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void dd::Systems::LevelSystem::ProcessCollision()
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{
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// Like, go into brick component and check what it does upon collision. Maybe not done here?
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return;
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}
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void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
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void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
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{
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{
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/*auto brick = m_World->GetComponent<Components::Brick>(entity);
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if (brick != nullptr) {
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SetNumberOfBricks(NumberOfBricks() - 1);
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Events::ScoreEvent es;
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es.Score = brick->Score;
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EventBroker->Publish(es);
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if (numberOfBricks < 1) {
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EndLevel();
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}
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}
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return;*/
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}
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}
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bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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@@ -164,6 +135,8 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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EntityID entityBall;
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EntityID entityBall;
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auto ball = m_World->GetComponent<Components::Ball>(event.Entity2);
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auto ball = m_World->GetComponent<Components::Ball>(event.Entity2);
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auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
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auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
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//This code ensures that it is a brick and a ball that has come into contact.
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if (brick != nullptr) {
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if (brick != nullptr) {
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entityBrick = event.Entity1;
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entityBrick = event.Entity1;
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} else {
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} else {
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@@ -227,9 +200,6 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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SetNumberOfBricks(NumberOfBricks() - 1);
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SetNumberOfBricks(NumberOfBricks() - 1);
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if (NumberOfBricks() <= 0) {
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//SetMultiBalls(MultiBalls() + 1);
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}
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Events::ScoreEvent es;
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Events::ScoreEvent es;
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es.Score = brick->Score * ball->Combo;
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es.Score = brick->Score * ball->Combo;
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EventBroker->Publish(es);
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EventBroker->Publish(es);
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@@ -245,7 +215,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
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bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
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{
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{
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//SetScore(Score() += event.Score);
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SetScore(Score() += event.Score);
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return true;
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return true;
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}
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}
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@@ -298,6 +268,12 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
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bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
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bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
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{
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{
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SetRestarting(true);
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Events::ResetBall e;
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EventBroker->Publish(e);
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Events::ScoreEvent es;
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es.Score = 500;
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EventBroker->Publish(es);
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return true;
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return true;
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}
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}
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@@ -177,47 +177,7 @@ bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
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bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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{
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{
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/*
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EntityID entityBall = event.Entity2;
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auto ball = m_World->GetComponent<Components::Ball>(entityBall);
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if (ball == NULL) {
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return false;
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}
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EntityID entityPad = event.Entity1;
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auto pad = m_World->GetComponent<Components::Pad>(entityPad);
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if (pad == NULL) {
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return false;
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}
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auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
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auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
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float movementMultiplier = 0.5f;
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//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
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if (whatX > 0) {
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movementX = movementMultiplier * whatX;
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//std::cout << "Right!" << std::endl;
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} else {
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movementX = movementMultiplier * whatX;
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//std::cout << "Left!" << std::endl;
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}
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// std::cout << movementX << " " << movementY << std::endl;
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//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2)+ 0.2;
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//std::cout << movementX << " " << movementY << std::endl;
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float len = glm::length<float>(transformBall->Velocity);
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//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
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transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
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transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
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//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
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*/
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}
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}
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bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
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bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
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@@ -252,9 +212,6 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
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return false;
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return false;
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}
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}
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// m_World->RemoveComponent<Components::PowerUp>(entityPower);
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// m_World->RemoveComponent<Components::CircleShape>(entityPower);
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// m_World->RemoveComponent<Components::Physics>(entityPower);
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m_World->RemoveEntity(entityPower);
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m_World->RemoveEntity(entityPower);
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Events::PowerUpTaken ep;
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Events::PowerUpTaken ep;
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ep.Name = "Something";
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ep.Name = "Something";
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