Fixed so you don't randomly lose lives upon stage cleared. I think.

This commit is contained in:
PlatinumSkink
2015-10-09 08:57:05 +02:00
parent 89779fa6ee
commit 8f2af7ca8f
2 changed files with 14 additions and 2 deletions
+4
View File
@@ -24,6 +24,7 @@
#include "Game/EStickyPad.h"
#include "Game/EInkBlaster.h"
#include "Game/EInkBlasterOver.h"
#include "Game/EStageCleared.h"
#include "Game/EGameOver.h"
#include "Game/EPause.h"
#include "Game/EHitPad.h"
@@ -100,6 +101,7 @@ private:
bool m_InkBlaster = false;
bool m_InkAttached = false;
bool m_BlockedWaiting = false;
bool m_Restarting = false;
int m_StickyCounter = 5;
glm::vec3 m_SavedSpeed;
@@ -120,6 +122,7 @@ private:
dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<BallSystem, dd::Events::Contact> m_Contact;
dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
dd::EventRelay<BallSystem, dd::Events::StageCleared> m_EStageCleared;
bool Contact(const Events::Contact &event);
bool OnLifeLost(const dd::Events::LifeLost &event);
@@ -131,6 +134,7 @@ private:
bool OnInkBlasterOver(const dd::Events::InkBlasterOver &event);
bool OnPause(const dd::Events::Pause &event);
bool OnActionButton(const dd::Events::ActionButton &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
};
}