Fixed all bugs I know of. MultiBall appear upon ice falling in water.
This commit is contained in:
@@ -78,8 +78,6 @@ public:
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void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
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bool ReplaceBall() const { return m_ReplaceBall; }
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void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
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bool MultiBall() const { return m_MultiBall; }
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void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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@@ -91,7 +89,6 @@ private:
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int m_Lives = 3;
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int m_PastLives = 3;
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bool m_ReplaceBall = false;
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bool m_MultiBall = false;
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bool m_Pause = false;
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EntityID m_LastCollision = 999999;
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@@ -16,6 +16,7 @@ namespace Components
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struct Brick : Component
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{
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int Score = 50;
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int Type = 0;
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bool Removed = false;
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};
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@@ -120,6 +120,10 @@ private:
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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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const int EmptyBrickSpace = 0;
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const int StandardBrick = 1;
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const int MultiBallBrick = 2;
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EntityID m_BrickTemplate;
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std::array<int, 42> m_Bricks;
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@@ -51,8 +51,6 @@ void dd::Systems::BallSystem::Initialize()
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auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
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transform2->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform2->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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m_World->CommitEntity(ent2);
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}
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for (int i = 0; i < Lives(); i++) {
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@@ -236,15 +234,6 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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int hey = 5;
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}
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/*if (otherEntitiy == m_LastCollision) {
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if (brick != nullptr) {
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return false;
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}
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} else {
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m_LastCollision = otherEntitiy;
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}*/
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//if this is a brick thats dead do not collide :)
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auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
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@@ -283,7 +272,6 @@ EntityID dd::Systems::BallSystem::CreateBall()
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{
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auto ent = m_World->CloneEntity(Ball());
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m_World->RemoveComponent<Components::Template>(ent);
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//m_World->CommitEntity(ent);
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return ent;
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}
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@@ -314,7 +302,12 @@ bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event)
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bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
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{
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SetMultiBalls(MultiBalls()-1);
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SetMultiBalls(MultiBalls() - 1);
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std::cout << MultiBalls() << std::endl;
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if (MultiBalls() < 0) {
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auto ent = CreateBall();
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SetMultiBalls(0);
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}
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return true;
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}
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@@ -347,6 +340,6 @@ bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
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transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
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SetMultiBalls(MultiBalls() + 2);
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std::cout << MultiBalls() << std::endl;
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return true;
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}
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@@ -47,7 +47,6 @@ void dd::Systems::LevelSystem::Initialize()
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void dd::Systems::LevelSystem::Update(double dt)
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{
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if (!m_Initialized) {
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//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
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GetNextLevel();
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CreateLevel();
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m_Initialized = true;
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@@ -67,8 +66,12 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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//Removes bricks that falls out of the stage.
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if (transform->Position.y < -10) {
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if (brick->Type == MultiBallBrick) {
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Events::MultiBall e;
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e.padTransform = transform;
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EventBroker->Publish(e);
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}
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m_LooseBricks--;
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//std::cout << m_LooseBricks << std::endl;
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m_World->RemoveEntity(entity);
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}
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}
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@@ -79,22 +82,19 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if (MultiBalls() <= 0 && PowerUps() <= 0) {
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Events::StageCleared ec;
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EventBroker->Publish(ec);
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//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
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} else {
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if (ball != nullptr && MultiBalls() > 0) {
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SetMultiBalls(MultiBalls()-1);
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//std::cout << "Multi Balls: " << MultiBalls() << std::endl;
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Events::MultiBallLost e;
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EventBroker->Publish(e);
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m_World->RemoveEntity(entity);
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} else {
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auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
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if (powerUp != nullptr) {
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SetPowerUps(PowerUps() - 1);
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//std::cout << "Power Ups: " << PowerUps() << std::endl;
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m_World->RemoveEntity(entity);
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} else {
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if (brick != nullptr) {
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m_LooseBricks--;
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//std::cout << "Loose Bricks: " << m_LooseBricks << std::endl;
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m_World->RemoveEntity(entity);
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}
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}
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@@ -159,7 +159,7 @@ void dd::Systems::LevelSystem::CreateLevel()
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void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num, int typeInt)
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{
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if (typeInt == 0) {
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if (typeInt == EmptyBrickSpace) {
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SetNumberOfBricks(NumberOfBricks() - 1);
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return;
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}
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@@ -167,9 +167,10 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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m_World->RemoveComponent<Components::Template>(brick);
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auto transform = m_World->GetComponent<Components::Transform>(brick);
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auto cBrick = m_World->GetComponent<Components::Brick>(brick);
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auto cPhys = m_World->GetComponent<Components::Physics>(brick);
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if (typeInt == 2) {
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if (typeInt == StandardBrick) {
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} else if (typeInt == MultiBallBrick) {
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cBrick->Type = MultiBallBrick;
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std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
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auto model = m_World->GetComponent<Components::Model>(brick);
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model->ModelFile = "Models/Brick/IceBrick.obj";
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@@ -178,8 +179,6 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
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float y = row * spacesBetweenBricks.y;
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transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
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cBrick->Score = 10 * num;
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m_World->CommitEntity(brick);
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return;
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}
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@@ -220,13 +219,13 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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return false;
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}
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auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
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/*auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
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if (power != nullptr && NumberOfBricks() > 1) {
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Events::CreatePowerUp e;
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auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
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e.Position = transform->Position;
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EventBroker->Publish(e);
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}
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}*/
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if (!Restarting() && !brick->Removed) {
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brick->Removed = true;
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@@ -288,6 +287,9 @@ bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
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bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
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{
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SetMultiBalls(MultiBalls()-1);
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if (MultiBalls() < 0) {
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SetMultiBalls(0);
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}
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return true;
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}
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@@ -344,6 +346,9 @@ bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &ev
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void dd::Systems::LevelSystem::GetNextLevel()
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{
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std::array<int, 42> level;
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// 0 is empty space.
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// 1 is standard brick.
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// 2 is multiball brick.
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if (m_CurrentCluster == 1) {
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if (m_CurrentLevel == 1) {
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level =
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