InkBlaster functions as intended! It just needs ink!
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//
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// Created by Adniklastrator on 2015-10-08.
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//
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#include "PrecompiledHeader.h"
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#include "Game/ProjectileSystem.h"
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void dd::Systems::ProjectileSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EContact, &ProjectileSystem::OnContact);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &ProjectileSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EInkBlaster, &ProjectileSystem::OnInkBlaster);
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EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &ProjectileSystem::OnHitPad);
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EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &ProjectileSystem::OnActionButton);
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//Ink Blast
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Projectile");
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std::shared_ptr<Components::Transform> ctransform = m_World->AddComponent<Components::Transform>(ent);
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auto circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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auto inkBlastTemplate = m_World->AddComponent<Components::Template>(ent);
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circleShape->Radius = 0.1f;
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->CollisionType = CollisionType::Type::Dynamic;
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physics->Category = CollisionLayer::Type::Projectile;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall);
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physics->Calculate = true;
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ctransform->Sticky = true;
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ctransform->Position = glm::vec3(0.f, 0.f, -10.f);
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ctransform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Test/Ball/Sid.obj";
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auto projectile = m_World->AddComponent<Components::Projectile>(ent);
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m_World->CommitEntity(ent);
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m_InkBlastTemplate = ent;
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}
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return;
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}
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void dd::Systems::ProjectileSystem::Update(double dt)
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{
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}
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void dd::Systems::ProjectileSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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if (IsPaused()) {
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return;
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}
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auto templateCheck = m_World->GetComponent<Components::Template>(entity);
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if (templateCheck != nullptr){ return; }
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auto shot = m_World->GetComponent<Components::Projectile>(entity);
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if (shot != nullptr) {
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (transform->Position.y > 8) {
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m_World->RemoveEntity(entity);
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}
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}
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}
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bool dd::Systems::ProjectileSystem::OnPause(const dd::Events::Pause &event)
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{
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if (event.Type != "ProjectileSystem" && event.Type != "All") {
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return false;
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}
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if (IsPaused()) {
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SetPause(false);
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} else {
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SetPause(true);
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}
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return true;
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}
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bool dd::Systems::ProjectileSystem::OnContact(const dd::Events::Contact &event)
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{
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return true;
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}
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bool dd::Systems::ProjectileSystem::OnInkBlaster(const dd::Events::InkBlaster &event)
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{
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m_InkBlaster = true;
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m_Shots = 5;
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return true;
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}
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bool dd::Systems::ProjectileSystem::OnHitPad(const dd::Events::HitPad &event)
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{
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if (m_InkBlaster) {
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m_SquidLoaded = true;
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m_AttachedSquid = event.Ball;
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}
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return true;
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}
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bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButton &event)
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{
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if (m_InkBlaster && m_SquidLoaded) {
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auto ent = m_World->CloneEntity(m_InkBlastTemplate);
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m_World->RemoveComponent<Components::Template>(ent);
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auto transform = m_World->GetComponent<Components::Transform>(ent);
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transform->Position = event.Position;
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transform->Velocity = glm::vec3(0, 5, 0);
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m_Shots--;
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if (m_Shots <= 0) {
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auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid);
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m_InkBlaster = false;
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m_SquidLoaded = false;
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ball->InkBlaster = false;
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ball->Sticky = false;
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}
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}
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return true;
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}
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