Fixed invisible item bug, maybe. Put 0.1 sec hitlag on impact with pad. Stable level loading?
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@@ -164,32 +164,33 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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SetNumberOfBricks(NumberOfBricks() - 1);
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return;
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}
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//auto brick = m_World->CloneEntity(m_BrickTemplate);
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//m_World->RemoveComponent<Components::Template>(brick);
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//auto transform = m_World->GetComponent<Components::Transform>(brick);
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//auto cBrick = m_World->GetComponent<Components::Brick>(brick);
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//auto cPhys = m_World->GetComponent<Components::Physics>(brick);
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auto brick = m_World->CreateEntity();
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auto brick = m_World->CloneEntity(m_BrickTemplate);
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m_World->RemoveComponent<Components::Template>(brick);
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auto transform = m_World->GetComponent<Components::Transform>(brick);
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auto cBrick = m_World->GetComponent<Components::Brick>(brick);
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auto cPhys = m_World->GetComponent<Components::Physics>(brick);
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/*auto brick = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
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auto model = m_World->AddComponent<Components::Model>(brick);
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std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
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std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
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std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);*/
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//std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(brick);
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cPhys->Static = false;
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cPhys->GravityScale = 0.f;
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cPhys->Category = CollisionLayer::Type::Brick;
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cPhys->Mask = CollisionLayer::Type::Ball;
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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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std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
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}*/
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transform->Scale = glm::vec3(0.8, 0.2, 0.2);
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if (typeInt == 2) {
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//transform->Scale = glm::vec3(0.8, 0.2, 0.2);
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/*if (typeInt == 2) {
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std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
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}
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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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transform->Scale = glm::vec3(0.8, 0.2, 0.2);
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@@ -245,7 +246,9 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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EventBroker->Publish(e);
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}
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if (!Restarting()) {
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if (!Restarting() && !brick->Removed) {
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brick->Removed = true;
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// Hit brick with ball code.
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ball->Combo += 1;
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Events::ComboEvent ec;
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ec.Combo = ball->Combo;
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