Merge branch 'master' into gui
Conflicts: include/Game/GUI/HUD.h src/game/Core/Renderer.cpp
This commit is contained in:
@@ -41,6 +41,9 @@ struct Transform : public Component
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glm::vec3 Velocity;
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/** Physical scale multiplier. */
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glm::vec3 Scale;
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// Sticky is if it sticks with the player or not. True means it will follow the camera.
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bool Sticky;
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};
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}
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+74
-42
@@ -43,9 +43,13 @@
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#include "Game/PadSystem.h"
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#include "Game/CBall.h"
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#include "Game/CPad.h"
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#include "Game/CLifebuoy.h"
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#include "Game/CProjectile.h"
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#include "Game/CBrick.h"
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#include "Game/BallSystem.h"
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#include "Game/HitLagSystem.h"
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#include "Game/LifebuoySystem.h"
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#include "Game/ProjectileSystem.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Physics/PhysicsSystem.h"
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@@ -110,6 +114,8 @@ public:
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->ComponentFactory.Register<Components::Life>();
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m_World->ComponentFactory.Register<Components::Lifebuoy>();
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m_World->ComponentFactory.Register<Components::Projectile>();
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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@@ -126,6 +132,12 @@ public:
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m_World->SystemFactory.Register<Systems::HitLagSystem>(
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[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::HitLagSystem>();
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m_World->SystemFactory.Register<Systems::LifebuoySystem>(
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[this]() { return new Systems::LifebuoySystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LifebuoySystem>();
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m_World->SystemFactory.Register<Systems::ProjectileSystem>(
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[this]() { return new Systems::ProjectileSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::ProjectileSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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@@ -143,6 +155,7 @@ public:
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(-3.f, 6.f, -5.f);
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transform->Sticky = true;
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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@@ -154,6 +167,7 @@ public:
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(3.f, -5.f, -5.f);
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transform->Sticky = true;
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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@@ -168,13 +182,26 @@ public:
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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transform->Sticky = false;
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 34.6f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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transform->Sticky = false;
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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//Background
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{
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auto background = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(background);
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@@ -185,55 +212,55 @@ public:
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m_World->CommitEntity(background);
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}
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//ParticleTest
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// {
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// auto Pe = m_World->CreateEntity();
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// auto transform = m_World->AddComponent<Components::Transform>(Pe);
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// auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
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//
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// transform->Position = glm::vec3(0.f, -5.f, -10.f);
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// particleEmitter->GravityScale = 0.0f;
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// particleEmitter->SpawnRate = 1.0f;
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//
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// {
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// auto Pt = m_World->CreateEntity(Pe);
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
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// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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//
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// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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// PtTransform->Position = transform->Position;
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// PtSprite->SpriteFile = "Textures/Ball.png";
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//
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// //PtModel->ModelFile = "Models/Brick/Brick.obj";
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// PtParticle->LifeTime = 1000.f;
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// PtParticle->Flags = ParticleFlags::Type::powderParticle;
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// }
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// m_World->CommitEntity(Pe);
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// }
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// {
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// auto Pt = m_World->CreateEntity();
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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//
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// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
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// PtSprite->SpriteFile = "Textures/Ball.png";
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// }
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -5.5f, -10.f);
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transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
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transform->Position = glm::vec3(0.f, -3.5f, -10.f);
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transform->Scale = glm::vec3(7.0f, 1.5f, 1.f);
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transform->Sticky = true;
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//ParticleTest
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/*{
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auto Pe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(Pe);
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auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
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auto emitteSprite = m_World->AddComponent<Components::Sprite>(Pe);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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emitteSprite->SpriteFile = "Textures/Test/Brick_Normal.png";
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particleEmitter->GravityScale = 0.0f;
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particleEmitter->SpawnRate = 1.f;
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particleEmitter->NumberOfTicks = 2;
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particleEmitter->Speed = 1.f;
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particleEmitter->ParticlesPerTick = 5;
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particleEmitter->Spread = glm::pi<float>()*2;
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particleEmitter->EmittingAngle = glm::pi<float>();
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particleEmitter->LifeTime = 50;
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{
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auto Pt = m_World->CreateEntity(Pe);
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auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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//PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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PtTransform->Position = transform->Position;
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PtSprite->SpriteFile = "Textures/Background.png";
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PtParticle->LifeTime = 3.f;
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PtParticle->Flags = static_cast<ParticleFlags::Type>(ParticleFlags::Type::Powder | ParticleFlags::Type::ParticleContactFilter | ParticleFlags::Type::FixtureContactFilter);
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}
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m_World->CommitEntity(Pe);
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}*/
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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@@ -247,6 +274,9 @@ public:
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rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
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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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transform->Sticky = true;
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m_World->CommitEntity(BottomWall);
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}
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@@ -266,6 +296,7 @@ public:
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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::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(topWall);
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}
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@@ -287,6 +318,7 @@ public:
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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::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(leftWall);
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}
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@@ -308,11 +340,11 @@ public:
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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::Ball | CollisionLayer::Brick);
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transform->Sticky = true;
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m_World->CommitEntity(rightWall);
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}
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EGameStart);
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