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

This commit is contained in:
PlatinumSkink
2015-10-06 19:41:24 +02:00
parent a3b21581e2
commit 902098a72d
5 changed files with 31 additions and 31 deletions
+19 -14
View File
@@ -47,7 +47,6 @@ void dd::Systems::LevelSystem::Initialize()
void dd::Systems::LevelSystem::Update(double dt)
{
if (!m_Initialized) {
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
GetNextLevel();
CreateLevel();
m_Initialized = true;
@@ -67,8 +66,12 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto transform = m_World->GetComponent<Components::Transform>(entity);
//Removes bricks that falls out of the stage.
if (transform->Position.y < -10) {
if (brick->Type == MultiBallBrick) {
Events::MultiBall e;
e.padTransform = transform;
EventBroker->Publish(e);
}
m_LooseBricks--;
//std::cout << m_LooseBricks << std::endl;
m_World->RemoveEntity(entity);
}
}
@@ -79,22 +82,19 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
if (MultiBalls() <= 0 && PowerUps() <= 0) {
Events::StageCleared ec;
EventBroker->Publish(ec);
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
} else {
if (ball != nullptr && MultiBalls() > 0) {
SetMultiBalls(MultiBalls()-1);
//std::cout << "Multi Balls: " << MultiBalls() << std::endl;
Events::MultiBallLost e;
EventBroker->Publish(e);
m_World->RemoveEntity(entity);
} else {
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
if (powerUp != nullptr) {
SetPowerUps(PowerUps() - 1);
//std::cout << "Power Ups: " << PowerUps() << std::endl;
m_World->RemoveEntity(entity);
} else {
if (brick != nullptr) {
m_LooseBricks--;
//std::cout << "Loose Bricks: " << m_LooseBricks << std::endl;
m_World->RemoveEntity(entity);
}
}
@@ -159,7 +159,7 @@ void dd::Systems::LevelSystem::CreateLevel()
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num, int typeInt)
{
if (typeInt == 0) {
if (typeInt == EmptyBrickSpace) {
SetNumberOfBricks(NumberOfBricks() - 1);
return;
}
@@ -167,9 +167,10 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
m_World->RemoveComponent<Components::Template>(brick);
auto transform = m_World->GetComponent<Components::Transform>(brick);
auto cBrick = m_World->GetComponent<Components::Brick>(brick);
auto cPhys = m_World->GetComponent<Components::Physics>(brick);
if (typeInt == 2) {
if (typeInt == StandardBrick) {
} else if (typeInt == MultiBallBrick) {
cBrick->Type = MultiBallBrick;
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
auto model = m_World->GetComponent<Components::Model>(brick);
model->ModelFile = "Models/Brick/IceBrick.obj";
@@ -178,8 +179,6 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
float y = row * spacesBetweenBricks.y;
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
cBrick->Score = 10 * num;
m_World->CommitEntity(brick);
return;
}
@@ -220,13 +219,13 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
return false;
}
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
/*auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
if (power != nullptr && NumberOfBricks() > 1) {
Events::CreatePowerUp e;
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
e.Position = transform->Position;
EventBroker->Publish(e);
}
}*/
if (!Restarting() && !brick->Removed) {
brick->Removed = true;
@@ -288,6 +287,9 @@ bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
{
SetMultiBalls(MultiBalls()-1);
if (MultiBalls() < 0) {
SetMultiBalls(0);
}
return true;
}
@@ -344,6 +346,9 @@ bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &ev
void dd::Systems::LevelSystem::GetNextLevel()
{
std::array<int, 42> level;
// 0 is empty space.
// 1 is standard brick.
// 2 is multiball brick.
if (m_CurrentCluster == 1) {
if (m_CurrentLevel == 1) {
level =