diff --git a/src/game/Game/BallSystem.cpp b/src/game/Game/BallSystem.cpp index ad75c92..f350b5e 100644 --- a/src/game/Game/BallSystem.cpp +++ b/src/game/Game/BallSystem.cpp @@ -318,17 +318,20 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event) particleEvent.EmittingAngle = glm::half_pi(); particleEvent.Spread = 0.f; particleEvent.NumberOfTicks = 1; - particleEvent.ParticleLifeTime = 2.f; + particleEvent.ParticleLifeTime = 1.3f; particleEvent.ParticlesPerTick = 1; - particleEvent.Position = glm::vec3(ballTransform->Position.x, -3.f, -3.f); - if (ballTransform->Position.x >= 2.7f) { - particleEvent.Position = glm::vec3(2.7f, -3.f, -3.f); - } else if (ballTransform->Position.x <= -2.7f) { - particleEvent.Position = glm::vec3(-2.7f, -3.f, -3.f); + particleEvent.Position = glm::vec3(ballTransform->Position.x, -3.5f, -3.f); + if (ballTransform->Position.x >= 2.5f) { + particleEvent.Position = glm::vec3(2.5f, -3.5f, -3.f); + } else if (ballTransform->Position.x <= -2.5f) { + particleEvent.Position = glm::vec3(-2.5f, -3.5f, -3.f); } - particleEvent.ScaleValues.push_back(glm::vec3(1.f)); + particleEvent.ScaleValues.push_back(glm::vec3(1.5f)); + particleEvent.ScaleValues.push_back(glm::vec3(2.f)); particleEvent.Color = glm::vec4(1.f); - particleEvent.Speed = 0; + particleEvent.Speed = 1.f; + particleEvent.AlphaValues.push_back(1.f); + particleEvent.AlphaValues.push_back(0.7f); if (ballComponent->Combo <= 9) { particleEvent.SpriteFile = "Textures/Combo/Combo00" + std::to_string(ballComponent->Combo) + ".png"; @@ -340,7 +343,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event) EventBroker->Publish(particleEvent); } - ballComponent->Combo = 0; + ballComponent->Combo = 10; if (!ballComponent->Waiting) { if (m_InkBlaster) { if (!m_InkAttached) { diff --git a/src/game/Game/PadSystem.cpp b/src/game/Game/PadSystem.cpp index eb8b921..8afef8d 100755 --- a/src/game/Game/PadSystem.cpp +++ b/src/game/Game/PadSystem.cpp @@ -295,7 +295,7 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) { } else if (val == GLFW_KEY_Q) { Events::Move e; e.Entity = Entity(); - e.GoalPosition = glm::vec3(0, 0, -10); + e.GoalPosition = glm::vec3(0, 0, -10); e.Speed = 5; e.Queue = false; EventBroker->Publish(e);