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@@ -118,51 +118,51 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
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krakenAttack.PlayerStrength = 0.05;
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EventBroker->Publish(krakenAttack);
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break;
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// case 3: // Brick Generating
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// {
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// m_NumberOfActions++;
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// kraken->CurrentAction = 1;
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// Events::BrickGenerating e;
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// e.Origin1 = glm::vec3(-5, 7, -10);
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// e.Origin2 = glm::vec3(5, 7, -10);
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// if (kraken->Health > 20) {
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// e.SetCluster = 0;
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// } else if (kraken->Health > 10) {
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// e.SetCluster = 1;
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// } else {
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// e.SetCluster = 2;
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// }
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// std::uniform_real_distribution<float> dist(1, 6.999f);
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// float random = dist(m_RandomGenerator);
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// e.Set = random;
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// EventBroker->Publish(e);
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// break;
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// }
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// case 4: // Brick Generating second case
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// {
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// kraken->CurrentAction = 1;
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// Events::BrickGenerating e;
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// e.Origin1 = glm::vec3(-5, 7, -10);
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// e.Origin2 = glm::vec3(5, 7, -10);
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// if (kraken->Health > 20) {
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// e.SetCluster = 0;
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// } else if (kraken->Health > 10) {
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// e.SetCluster = 1;
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// } else {
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// e.SetCluster = 2;
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// }
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// std::uniform_real_distribution<float> dist(1, 6.999f);
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// float random = dist(m_RandomGenerator);
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// e.Set = random;
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// EventBroker->Publish(e);
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// break;
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// }
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// case 5: // Taunting
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// if (m_ReturnToIdle) {
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// m_ReturnToIdle = false;
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// kraken->CurrentAction = Idle;
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// }
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// break;
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case 3: // Brick Generating
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{
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m_NumberOfActions++;
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kraken->CurrentAction = 1;
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Events::BrickGenerating e;
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e.Origin1 = glm::vec3(-5, 7, -10);
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e.Origin2 = glm::vec3(5, 7, -10);
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if (kraken->Health > 20) {
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e.SetCluster = 0;
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} else if (kraken->Health > 10) {
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e.SetCluster = 1;
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} else {
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e.SetCluster = 2;
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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EventBroker->Publish(e);
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break;
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}
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case 4: // Brick Generating second case
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{
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kraken->CurrentAction = 1;
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Events::BrickGenerating e;
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e.Origin1 = glm::vec3(-5, 7, -10);
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e.Origin2 = glm::vec3(5, 7, -10);
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if (kraken->Health > 20) {
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e.SetCluster = 0;
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} else if (kraken->Health > 10) {
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e.SetCluster = 1;
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} else {
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e.SetCluster = 2;
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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EventBroker->Publish(e);
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break;
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}
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case 5: // Taunting
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if (m_ReturnToIdle) {
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m_ReturnToIdle = false;
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kraken->CurrentAction = Idle;
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}
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break;
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default:
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//LOG_INFO("Something's probably off about the random number generator.");
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break;
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@@ -289,28 +289,6 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
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m_KrakenCurrentSecondsToAction = m_KrakenMaxSecondsToAction - (modifier * timeDifferenceBetweenMaxAndMin);
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// If modifier is 1, MaxSeconds is 15, MinSeconds is 5, then... 15 - (1 * 10), meaning 5.
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auto ball = m_World->GetComponent<Components::Transform>(event.Hitter);
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if (ball != nullptr) {
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// //Particle trail
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// Events::CreateParticleSequence trail;
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// trail.parent = event.Hitter;
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// trail.AlphaValues.push_back(1.f);
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// trail.AlphaValues.push_back(0.f);
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// trail.ScaleValues.push_back(glm::vec3(0.08f));
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// trail.ScaleValues.push_back(glm::vec3(0.f));
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// trail.RadiusDistribution = 2;
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// trail.EmitterLifeTime = 1.f;
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// trail.ParticleLifeTime = 1.f;
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// trail.ParticlesPerTick = 1;
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// trail.SpawnRate = 0.5f;
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// trail.Speed = 10.f;
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// trail.EmittingAngle = glm::half_pi<float>();
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// trail.SpriteFile = "Textures/Particles/FadeBall.png";
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// trail.Color = glm::vec4(1, 0, 0, 1);
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// //p.Spread = ...
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// EventBroker->Publish(trail);
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}
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CreateBloodEffect(transform->Position);
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//std::cout << kraken->Health << std::endl;
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@@ -429,7 +407,7 @@ void dd::Systems::KrakenSystem::CreateBloodEffect(glm::vec3 pos)
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dust.EmittingAngle = glm::half_pi<float>();
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dust.Spread = 0.5f;
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dust.NumberOfTicks = 1;
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dust.ParticleLifeTime = 2.f;
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dust.ParticleLifeTime = 1.f;
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dust.ParticlesPerTick = 1;
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dust.Position = pos;
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dust.ScaleValues.clear();
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@@ -447,7 +425,7 @@ void dd::Systems::KrakenSystem::CreateBloodEffect(glm::vec3 pos)
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float angle = dist(m_RandomGenerator);
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Events::CreateParticleSequence squirt;
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squirt.EmitterLifeTime = 0.5f;
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squirt.EmitterLifeTime = 0.3f;
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squirt.EmittingAngle = angle;
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squirt.Spread = 0;
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squirt.SpawnRate = 0.01f;
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@@ -465,19 +443,24 @@ void dd::Systems::KrakenSystem::CreateBloodEffect(glm::vec3 pos)
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EventBroker->Publish(squirt);
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}
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Events::CreateParticleSequence drop;
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drop.EmitterLifeTime = 0.5f;
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drop.EmittingAngle = glm::two_pi<float>() + glm::pi<float>();
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drop.Spread = glm::two_pi<float>();
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drop.ParticleLifeTime = 0.5f;
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drop.ParticlesPerTick = 5;
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drop.EmitterLifeTime = 7.f;
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drop.SpawnRate = 0.1f;
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//drop.EmittingAngle = glm::two_pi<float>() + glm::pi<float>();
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drop.EmittingAngle = -glm::half_pi<float>();
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drop.Spread = 0;
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//drop.Spread = glm::two_pi<float>();
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drop.ParticleLifeTime = 1.f;
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drop.ParticlesPerTick = 2;
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drop.Position = pos;
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drop.ScaleValues.clear();
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drop.ScaleValues.push_back(glm::vec3(0.2f));
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drop.ScaleValues.push_back(glm::vec3(.15f));
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drop.ScaleValues.push_back(glm::vec3(0.1f));
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drop.SpriteFile = "Textures/Particles/FadeBall.png";
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drop.Color = glm::vec4(1, 0, 0, 1);
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drop.AlphaValues.clear();
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drop.AlphaValues.push_back(1.f);
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drop.AlphaValues.push_back(0.f);
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drop.Speed = 100;
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drop.GravityScale = 0;
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drop.Speed = 300;
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EventBroker->Publish(drop);
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}
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