Fixed all bugs I know of. MultiBall appear upon ice falling in water.
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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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