Put all LifeStuff into a new LifeSystem. Appears to be working.
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@@ -55,6 +55,7 @@
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#include "Game/CTravels.h"
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#include "Game/CStickyAim.h"
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#include "Game/BallSystem.h"
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#include "Game/LifeSystem.h"
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#include "Game/HitLagSystem.h"
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#include "Game/TravellingSystem.h"
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#include "Game/LifebuoySystem.h"
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@@ -199,6 +200,9 @@ public:
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m_World->SystemFactory.Register<Systems::WaterSystem>(
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[this]() { return new Systems::WaterSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::WaterSystem>();
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m_World->SystemFactory.Register<Systems::LifeSystem>(
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[this]() { return new Systems::LifeSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LifeSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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@@ -10,14 +10,17 @@
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#include "Core/CTemplate.h"
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/EContact.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CPointLight.h"
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#include "Rendering/CAnimation.h"
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#include "Game/CBall.h"
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#include "Game/CPowerUp.h"
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#include "Game/CLife.h"
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@@ -43,6 +46,7 @@
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#include "Game/EHitLag.h"
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#include "Game/EActionButton.h"
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#include "Game/ELifebuoyHit.h"
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#include "Physics/ECreateParticleSequence.h"
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#include "Sound/CCollisionSound.h"
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@@ -79,7 +83,6 @@ public:
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void OnEntityRemoved(EntityID entity) override;
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EntityID CreateBall();
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void CreateLife(int);
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EntityID Ball() { return m_Ball; };
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void SetBall(const EntityID& ball) { m_Ball = ball; }
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@@ -91,10 +94,6 @@ public:
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void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
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int& MultiBalls() { return m_MultiBalls; }
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void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
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int& Lives() { return m_Lives; }
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void SetLives(const int& lives) { m_Lives = lives; }
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int& PastLives() { return m_PastLives; }
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void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
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bool ReplaceBall() const { return m_ReplaceBall; }
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void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
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bool IsPaused() const { return m_Pause; }
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@@ -107,8 +106,6 @@ private:
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float m_EdgeX = 3.4f; //Actually 3.2, but anyways.
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float m_EdgeY = 5.2f;
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int m_MultiBalls = 0;
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int m_Lives = 3;
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int m_PastLives = 3;
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bool m_ReplaceBall = false;
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bool m_Pause = false;
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bool m_Waiting = true;
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@@ -120,7 +117,6 @@ private:
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double m_KrakenCharge = 0;
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bool m_Restarting = false;
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int m_StickyCounter = 3;
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bool m_GodMode = false;
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bool m_First = true;
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@@ -134,7 +130,6 @@ private:
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std::unordered_map<EntityID, std::list<glm::vec2>> m_Contacts;
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void ResolveContacts();
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dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost;
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dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
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dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
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dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
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@@ -151,7 +146,6 @@ private:
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dd::EventRelay<BallSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage;
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bool Contact(const Events::Contact &event);
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bool OnLifeLost(const dd::Events::LifeLost &event);
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bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
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bool OnResetBall(const dd::Events::ResetBall &event);
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bool OnMultiBall(const dd::Events::MultiBall &event);
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@@ -144,7 +144,7 @@ private:
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bool m_Initialized = false;
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bool m_Pause = false;
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int m_LooseBricks = 0;
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int m_CurrentCluster = 0;
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int m_CurrentCluster = 1;
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int m_CurrentLevel = 1;
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int m_MultiBalls = 0;
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int m_PowerUps = 0;
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@@ -0,0 +1,75 @@
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//
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// Created by Adniklastrator on 2015-10-22.
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//
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#ifndef DAYDREAM_LIFESYSTEM_H
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#define DAYDREAM_LIFESYSTEM_H
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Core/ConfigFile.h"
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#include "Transform/EMove.h"
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#include "Rendering/CModel.h"
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#include "Game/CLife.h"
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#include "Game/EPause.h"
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#include "Game/EResume.h"
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#include "Game/ELifeLost.h"
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#include "Game/EGameOver.h"
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#include "Game/EKrakenAttackEnd.h"
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namespace dd
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{
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namespace Systems
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{
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class LifeSystem : public System
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{
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public:
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LifeSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker)
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{ }
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void Initialize() override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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int& Lives() { return m_Lives; }
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void SetLives(const int& lives) { m_Lives = lives; }
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int& PastLives() { return m_PastLives; }
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void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
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private:
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bool m_Pause = false;
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int m_Lives = 3;
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int m_PastLives = 3;
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bool m_GodMode = false;
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void CreateLife(int);
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dd::EventRelay<LifeSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<LifeSystem, dd::Events::Resume> m_EResume;
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dd::EventRelay<LifeSystem, dd::Events::LifeLost> m_ELifeLost;
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bool OnPause(const dd::Events::Pause &event);
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bool OnResume(const dd::Events::Resume &event);
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bool OnLifeLost(const dd::Events::LifeLost &event);
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};
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}
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}
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#endif //DAYDREAM_LIFESYSTEM_H
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