Added a cheatmode setting in config
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@@ -9,4 +9,4 @@ BGMVolume=0.5
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[Video]
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Fullscreen=false
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Width=675
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Height=1080[Water]Radius=0.3
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Height=1080[Water]Radius=0.3[Cheat]GodMode=false
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@@ -6,6 +6,8 @@
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#include "Core/EventBroker.h"
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#include "Core/CTransform.h"
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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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@@ -109,6 +111,7 @@ private:
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bool m_InkBlockedWaiting = false;
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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_StageBlockedWaiting = false;
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@@ -14,6 +14,8 @@
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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/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CPointLight.h"
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@@ -148,6 +150,7 @@ private:
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float m_SpaceToEdge = 0.25f;
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glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
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float m_NotResettingTheStage = 5.f;
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bool m_GodMode = false;
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const int EmptyBrickSpace = 0;
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const int StandardBrick = 1;
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@@ -64,6 +64,8 @@ void dd::Systems::BallSystem::Initialize()
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for (int i = 0; i < Lives(); i++) {
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CreateLife(i);
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}
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m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false);
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}
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void dd::Systems::BallSystem::Update(double dt)
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@@ -445,8 +447,9 @@ void dd::Systems::BallSystem::CreateLife(int number)
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bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event)
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{
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SetLives(Lives() - 1);
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if (!m_GodMode){
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SetLives(Lives() - 1);
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}
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return true;
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}
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@@ -23,6 +23,8 @@ void dd::Systems::LevelSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
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EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating);
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m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue("Cheat.GodMode", false);
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//PointLightTest
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{
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auto t_Light = m_World->CreateEntity();
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@@ -144,7 +146,11 @@ void dd::Systems::LevelSystem::Initialize()
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::LifeBuoy);
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if (m_GodMode) {
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::LifeBuoy | CollisionLayer::Ball);
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} else {
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::LifeBuoy);
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}
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m_World->CommitEntity(BottomWall);
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}
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