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