Merge branch 'master' into LevelSystemAndSuch
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@@ -72,6 +72,7 @@ void dd::Systems::PadSystem::Update(double dt)
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transform->Velocity += acceleration * (float)dt;
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transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
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if (Left()) {
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acceleration.x = -pad->AccelerationSpeed;
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} else if (Right()) {
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@@ -108,8 +109,10 @@ EntityID dd::Systems::PadSystem::CreateBall()
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std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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cball->Speed = 10;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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physics->Calculate = true;
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cball->Speed = 5.f;
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m_World->CommitEntity(ent);
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@@ -188,10 +191,9 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
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float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2)+ 0.2;
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//std::cout << movementX << " " << movementY << std::endl;
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float len = glm::length<float>(transformBall->Velocity);
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//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
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transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
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@@ -234,9 +236,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
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return false;
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}
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m_World->RemoveComponent<Components::PowerUp>(entityPower);
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m_World->RemoveComponent<Components::CircleShape>(entityPower);
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m_World->RemoveComponent<Components::Physics>(entityPower);
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// m_World->RemoveComponent<Components::PowerUp>(entityPower);
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// m_World->RemoveComponent<Components::CircleShape>(entityPower);
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// m_World->RemoveComponent<Components::Physics>(entityPower);
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m_World->RemoveEntity(entityPower);
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Events::PowerUpTaken ep;
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ep.Name = "Something";
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