CreateBall clones the original ball rather than create new balls.
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@@ -136,7 +136,7 @@ public:
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
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transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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@@ -9,6 +9,7 @@
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#include "Physics/CCircleShape.h"
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#include "Physics/EContact.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CPointLight.h"
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#include "Game/CBall.h"
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#include "Game/CPowerUp.h"
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#include "Game/ELifeLost.h"
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@@ -48,6 +49,8 @@ public:
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void OnEntityRemoved(EntityID entity) override;
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EntityID CreateBall();
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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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float& EdgeX() { return m_EdgeX; }
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void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
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@@ -73,6 +76,8 @@ private:
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bool m_ReplaceBall = false;
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bool m_MultiBall = false;
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EntityID m_Ball;
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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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