diff --git a/assets/Textures/Particles/OilShot.png b/assets/Textures/Particles/OilShot.png index 618716d..7b755be 100755 Binary files a/assets/Textures/Particles/OilShot.png and b/assets/Textures/Particles/OilShot.png differ diff --git a/assets/Textures/Particles/OilShot.psd b/assets/Textures/Particles/OilShot.psd index df9ec2e..e50fc7f 100755 Binary files a/assets/Textures/Particles/OilShot.psd and b/assets/Textures/Particles/OilShot.psd differ diff --git a/include/Game/ProjectileSystem.h b/include/Game/ProjectileSystem.h index d4a6e11..f3bb88a 100644 --- a/include/Game/ProjectileSystem.h +++ b/include/Game/ProjectileSystem.h @@ -23,6 +23,7 @@ #include "Game/EHitPad.h" #include "Game/CProjectile.h" #include "Game/CBall.h" +#include "REndering/CSprite.h" #include #include diff --git a/src/game/Game/LevelSystem.cpp b/src/game/Game/LevelSystem.cpp index b602417..9a493fb 100755 --- a/src/game/Game/LevelSystem.cpp +++ b/src/game/Game/LevelSystem.cpp @@ -1011,7 +1011,7 @@ void dd::Systems::LevelSystem::GetNextLevel() 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 2, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, - 1, 0, 1, 0, 1, 0, 1, + 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0}; color = {w, w, w, w, w, w, w, diff --git a/src/game/Game/ProjectileSystem.cpp b/src/game/Game/ProjectileSystem.cpp index 7e73f86..81cd5e6 100644 --- a/src/game/Game/ProjectileSystem.cpp +++ b/src/game/Game/ProjectileSystem.cpp @@ -31,9 +31,11 @@ void dd::Systems::ProjectileSystem::Initialize() physics->Mask = static_cast(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall); physics->Calculate = true; ctransform->Position = glm::vec3(0.f, 0.f, -10.f); - ctransform->Scale = glm::vec3(0.1f, 0.1f, 0.1f); - auto cModel = m_World->AddComponent(ent); - cModel->ModelFile = "Models/Test/Ball/Sid.obj"; + ctransform->Scale = glm::vec3(0.6f, 0.6f, 0.6f); +// auto cModel = m_World->AddComponent(ent); +// cModel->ModelFile = "Models/Test/Ball/Sid.obj"; + auto cSprite = m_World->AddComponent(ent); + cSprite->SpriteFile = "Textures/Particles/OilShot.png"; auto projectile = m_World->AddComponent(ent); m_World->CommitEntity(ent); @@ -117,7 +119,7 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto m_World->RemoveComponent(ent); auto transform = m_World->GetComponent(ent); transform->Position = event.Position; - transform->Velocity = glm::vec3(0, 5, 0); + transform->Velocity = glm::vec3(0, 7, 0); m_Shots--; if (m_Shots <= 0) { auto ball = m_World->GetComponent(m_AttachedSquid);